Inaccurate
| Flag: | Inaccurate |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | Projectiles |
Define whether the landing point of this projectile is randomly scattered.
This scatter effect only applies to projectiles with Arcing=yes;
For the general effect on all types of projectiles, see Snap.
FlakScatter Effect
If a projectile satisfies (Arcing && Inaccurate && FlakScatter), like the attack ground weapon of Flak Track in vanilla, then its shell impact point will apply a range formed by the superposition of two scatter rules.
BallisticScatter=3 [SOMEPROJECTILE] ; Projectile Arcing=true Inaccurate=true FlakScatter=true |
The red part in the above figure is a marker for the available circular impact point range created by an Inviso class projectile at a distance of 6 cells with an equivalent[1] scatter range.
If a projectile satisfies (Arcing && Inaccurate && !FlakScatter), then it is roughly an ellipse with the target point as the short axis endpoint close to the firer, and with the BallisticScatter value as the short axis length and semi-major axis length. However, the distance between the firer and the target affects this, so that at closer distances, the shell impact points shift more towards the firer's direction, to the extent that when BallisticScatter/Distance is large, it cannot form a closed shape.
BallisticScatter=3 [SOMEPROJECTILE] Arcing=true Inaccurate=true FlakScatter=false |
Notes
In early games, the scatter radius range was influenced by HomingScatter, but from Tiberian Sun to Yuri's Revenge, it ranged from 0 to the value defined by [CombatDamage]→BallisticScatter=.
For projectiles with Arcing=yes or Inviso=yes, this can make them unaffected by [BuildingType]→TargetCoordOffset=.
Bugs/Side-Effects/Unexpected Limitations
Inaccurate=yes prevents projectiles to 'snap' to their target on impact, and thus they will not deal damage to them because this does not count as a direct hit even if ballistic scatter is set to a low value.
- Using CellSpread fixes this.
References
Starting from Ares 0.7, the range of scatter can be customized. Refer to Ares documentation.
Footnotes
- ↑ Here, the *2 calculation has been offset by a microscopic definition to ensure consistency with the radius of Arcing class projectiles
See Also
- BallisticScatter.Max (Ares Only)
- BallisticScatter.Min (Ares Only)
- PreImpactAnim.Moves (Ares Only)

