FlakScatter
| Flag: | FlakScatter |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | Projectiles |
Defines whether this projectile has a fake scatter effect simulated through detonation position offset.
Notes
This flag only enables scatter effects for projectiles of the Inviso class. However, it also has some impact on projectiles of the Arcing class that have already activated scatter effects via Inaccurate=yes. The following scatter rules are explained for projectiles of the Inviso class.
The range of scatter is calculated according to the following equation:
scatter radius = random(0, 2 * BallisticScatter) * (Distance[1] / Range)
- First, randomly generate an integer in the range from 0 to 2 * [CombatDamage]→BallisticScatter=.
- Then, calculate the distance ratio by dividing the distance to the target point by the value of [Weapon]→Range= to get a scaling factor.
- The closer the target, the smaller the ratio; when the target is at the edge of the range, the ratio approaches 1.
- Next, multiply the results of the first two steps to obtain the maximum scatter radius.
- Then, generate a random angle, and convert the scatter radius into:
- Horizontal offset = scatter radius × cosine of the angle
- Vertical offset = scatter radius × sine of the angle
- Finally, the bullet will land at a random point within this circle centered on the target.
Bugs/Side-Effects/Unexpected Limitations
Visual effects like IsLaser do not follow the detonation point synchronously, causing their drawn ends to scatter.
- This bug has been fixed in Phobos Build#47.
References
Starting from PhobosBuild#34, the scatter range can be customized by using flags which are the same as those used for projectiles with Arcing=yes, introduced by Ares 0.7. Refer to Phobos documentation.
Footnotes
- ↑ The calculation method is between the target point and the firing point coordinates, not between the target point and the firing unit's own position.
See Also
- BallisticScatter.Max (Ares Only)
- BallisticScatter.Min (Ares Only)
- PreImpactAnim.Moves (Ares Only)