ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Inaccurate: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 10: | Line 10: | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
|hp=yes | |||
|ets=yes | |ets=yes | ||
|ra2=yes | |ra2=yes |
Latest revision as of 11:51, 22 October 2024
Flag: | Inaccurate |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Projectiles |
Determines if the projectile is inherently inaccurate. This tag has several effects, and not all of them are mentioned here.
Note that projectiles can be considered inaccurate even if Inaccurate=no. See BallisticScatter.
Effects
If set, the projectile can scatter randomly by the number of cells defined in the BallisticScatter or HomingScatter flags from the CombatDamage section.
The projectiles will not snap to the target and thus will not count as a direct hit when detonating in a short distance from the target. This means a weapon without Spread or CellSpread might not damage the target.