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Post by sht04052 on Feb 17, 2014 23:50:50 GMT -5
While playing around with some weapons, now I want to know the exact stats of each weapon (if possible).
Has anyone able to decrypt some of the game files? I tried my best, but I was kept getting an error while opening.
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Den
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Post by Den on Feb 18, 2014 3:32:23 GMT -5
Since Titanfall is using the Source Engine's vpk packaging, unpacking it will be a short matter of time (they changed the encryption). There is already one in the works that can at least browse, not yet extract.
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Post by sht04052 on Feb 18, 2014 12:16:52 GMT -5
Since Titanfall is using the Source Engine's vpk packaging, unpacking it will be a short matter of time (they changed the encryption). There is already one in the works that can at least browse, not yet extract. Yeah, that's why I was kept getting errors. Is there any estimated date of when it's going to completely extract?
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probaddie
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Post by probaddie on Feb 18, 2014 12:32:58 GMT -5
i stand corrected i guess, but isn't getting past the encryption the important part then? It is. The fact that no-one had the ability - or perhaps the interest - to break the encryption for Black Ops II's fastfiles is the reason we waited so long for any hard data from that game. I doubt that will be a problem for Titanfall .
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Post by dgcool on Feb 22, 2014 18:03:53 GMT -5
Can't wait for the stats!
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Den
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Post by Den on Feb 22, 2014 18:41:34 GMT -5
WeaponData { // General "printname" "#WPN_SHOTGUN" "shortprintname" "#WPN_SHOTGUN_SHORT" "description" "#WPN_SHOTGUN_DESC" "longdesc" "#WPN_SHOTGUN_LONGDESC" "weaponClass" "human" "body_type" "close_quarters" "fire_mode" "semi-auto" "server_vscript" "weapons/mp_weapon_shotgun" "client_vscript" "weapons/mp_weapon_shotgun" "pickup_hold_prompt" "Hold [USE] [WEAPONNAME]" "pickup_press_prompt" "[USE] [WEAPONNAME]"
// Menu Stats "stat_damage" "98" "stat_range" "15" "stat_accuracy" "15" "stat_rof" "20"
// Models "viewmodel" "models/weapons/w1128/ptpov_w1128.mdl" "playermodel" "models/weapons/w1128/w_w1128.mdl" "anim_prefix" "python"
// Effects "tracer_effect" "weapon_tracers_shotgun" "impact_effect_table" "inc_bullet" "vortex_absorb_effect" "wpn_vortex_projectile_shotgun_FP" "vortex_absorb_effect_third_person" "wpn_vortex_projectile_shotgun" "vortex_absorb_sound" "Vortex_Shield_AbsorbBulletSmall" "adjust_to_gun_barrel" "1"
"sound_dryfire" "shotgun_dryfire"
"fx_shell_eject_view" "wpn_shelleject_shotshell_FP" "fx_shell_eject_world" "wpn_shelleject_shotshell" "fx_shell_eject_attach" "shell"
"fx_muzzle_flash_view" "mflash_shotgun_fp_FULL" "fx_muzzle_flash_world" "mflash_shotgun_FULL" "fx_muzzle_flash_attach" "muzzle_flash"
"fx_muzzle_flash_suppressed_view" "wpn_muzzleflash_pistol_sup_FP" "fx_muzzle_flash_suppressed_world" "wpn_muzzleflash_pistol_sup" "fx_muzzle_flash_suppressed_attach" "muzzle_flash_suppressor_cyl"
// Damage - When Used by Players "damage_type" "buckshot" "damage_near_distance" "270" "damage_far_distance" "850" "damage_near_value" "285" "damage_far_value" "28" "damage_falloff_type" "inverse" "damage_inverse_distance" "175" "damage_near_value_titanarmor" "130" "damage_far_value_titanarmor" "10" "damage_rodeo" "550"
// Damage - When Used by NPCs "npc_damage_near_distance" "100" "npc_damage_far_distance" "1200" "npc_damage_near_value" "50" "npc_damage_far_value" "25" "npc_damage_near_value_titanarmor" "40" "npc_damage_far_value_titanarmor" "0"
"impulse_force" "800"
"critical_hit_damage_scale" "2.0" "critical_hit" "0"
// Ammo "ammo_stockpile_max" "60" "ammo_clip_size" "6" "ammo_default_total" "60"
// Behavior "fire_rate" "1.72" "zoom_time_in" "0.2" "zoom_time_out" "0.2" "zoom_fov" "55" "reload_time" "2.75" "reload_time_late1" "1.45" "reload_time_late2" "0.25" "reloadempty_time" "3.0" "reloadempty_time_late1" "2" "reloadempty_time_late2" "1" "reloadempty_time_late3" "0.8" "holster_time" "0.5" "deploy_time" "0.8" "lower_time" "0.25" "raise_time" "0.3" "vortex_refire_behavior" "bullet" "allow_empty_fire" "0" "reload_enabled" "1" "allow_empty_click" "1" "empty_reload_only" "0" "trigger_snipercam" "0" "allow_headshots" "0" "primary_fire_does_not_block_sprint" "0" "ads_move_speed_scale" "0.5" "aimassist_disable_hipfire" "0" "aimassist_disable_ads" "0" "aimassist_disable_hipfire_titansonly" "1" "aimassist_disable_ads_titansonly" "1" "move_speed_modifier" "0.95238"//Bug with move speed > 1.0, temporary work around.
// Spread "spread_stand_hip" "7.5" "spread_stand_hip_run" "7.5" "spread_stand_hip_sprint" "7.5" "spread_stand_ads" "7.5" "spread_crouch_hip" "7.5" "spread_crouch_ads" "7.5" "spread_air_hip" "7.5" "spread_air_ads" "7.5"
// Spread on NPCs affects their initial shooting direction // Don't make this a large number or the damage/tracers won't be even remotely parallel to their barrel "spread_npc" "2"
// View Kick "viewkick_spring" "shotgun"
"viewkick_pitch_base" "-2.25" "viewkick_pitch_random" "1" "viewkick_pitch_softScale" "0.4" "viewkick_pitch_hardScale" "2.0"
"viewkick_yaw_base" "-0.95" "viewkick_yaw_random" "0.5" "viewkick_yaw_softScale" "0.5" "viewkick_yaw_hardScale" "2.0"
"viewkick_roll_base" "0" "viewkick_roll_randomMin" "0.6" "viewkick_roll_randomMax" "0.8" "viewkick_roll_softScale" "0.2" "viewkick_roll_hardScale" "0.85"
"viewkick_hipfire_weaponFraction" "0.1" "viewkick_hipfire_weaponFraction_vmScale" "0.0" "viewkick_ads_weaponFraction" "0.35" "viewkick_ads_weaponFraction_vmScale" "0.25"
"viewkick_perm_pitch_base" "-0.5" "viewkick_perm_pitch_random" "1.1" "viewkick_perm_pitch_random_innerexclude" "0.5" "viewkick_perm_yaw_base" "0.0" "viewkick_perm_yaw_random" "1.5" "viewkick_perm_yaw_random_innerexclude" "0.5"
// "viewmodel_shake_forward" "0.5" "viewmodel_shake_up" "0.2" "viewmodel_shake_right" "0.0"
// Bob "bob_cycle_time" "0.45" "bob_vert_dist" "0.1" "bob_horz_dist" "0.1" "bob_max_speed" "150" "bob_pitch" "0.75" "bob_yaw" "0.5" "bob_roll" "-0.75"
// View Drift "viewdrift_hipfire_stand_scale_pitch" "0.325" "viewdrift_hipfire_crouch_scale_pitch" "0.275" "viewdrift_hipfire_air_scale_pitch" "0.5" "viewdrift_hipfire_stand_scale_yaw" "0.12" "viewdrift_hipfire_crouch_scale_yaw" "0.10" "viewdrift_hipfire_air_scale_yaw" "0.22" "viewdrift_hipfire_speed_pitch" "0.6" "viewdrift_hipfire_speed_yaw" "1.22"
"viewdrift_ads_stand_scale_pitch" "0.3" "viewdrift_ads_crouch_scale_pitch" "0.3" "viewdrift_ads_air_scale_pitch" "0.3" "viewdrift_ads_stand_scale_yaw" "0.12" "viewdrift_ads_crouch_scale_yaw" "0.12" "viewdrift_ads_air_scale_yaw" "0.12" "viewdrift_ads_speed_pitch" "0.6" "viewdrift_ads_speed_yaw" "1.22"
// Rumble "fire_rumble" "pilot_singleshot_strong_fire"
// Sway "sway_rotate_attach" "SWAY_ROTATE" "sway_min_x" "-0.3" "sway_min_y" "-0.5" "sway_min_z" "-0.5" "sway_max_x" "0.3" "sway_max_y" "0.5" "sway_max_z" "0.1" "sway_min_pitch" "-3" "sway_min_yaw" "-3.5" "sway_min_roll" "-2" "sway_max_pitch" "3" "sway_max_yaw" "3.5" "sway_max_roll" "3" "sway_translate_gain" "10" "sway_rotate_gain" "12" "sway_move_forward_translate_x" "0" "sway_move_forward_translate_z" "-0.5" "sway_move_back_translate_x" "-2" "sway_move_back_translate_z" "-1" "sway_move_left_translate_y" "-1" "sway_move_left_translate_z" "-0.5" "sway_move_left_rotate_roll" "-2" "sway_move_right_translate_y" "1" "sway_move_right_translate_z" "-0.5" "sway_move_right_rotate_roll" "4" "sway_move_up_translate_z" "-1" "sway_move_down_translate_z" "1" "sway_turn_left_rotate_yaw" "-1" "sway_turn_right_rotate_yaw" "1" "sway_turn_up_rotate_pitch" "1" "sway_turn_down_rotate_pitch" "-1"
// Zoomed Sway "sway_rotate_attach_zoomed" "SWAY_ROTATE_ZOOMED" "sway_rotate_attach_blend_time_zoomed" "0.2" "sway_rotate_gain_zoomed" "12"
"sway_min_yaw_zoomed" "-0.03" "sway_max_yaw_zoomed" "0.03" "sway_turn_left_rotate_yaw_zoomed" "-0.085" "sway_turn_right_rotate_yaw_zoomed" "0.085"
"sway_min_pitch_zoomed" "-0.01" "sway_max_pitch_zoomed" "0.01" "sway_turn_up_rotate_pitch_zoomed" "0.09" "sway_turn_down_rotate_pitch_zoomed" "-0.09"
// NPC "proficiency_poor_spreadscale" "7.0" "proficiency_poor_bias" "0.75" "proficiency_average_spreadscale" "5.0" "proficiency_average_bias" "0.9" "proficiency_good_spreadscale" "3.33333" "proficiency_good_bias" "0.9" "proficiency_very_good_spreadscale" "3.66667" "proficiency_very_good_bias" "0.9" "proficiency_perfect_spreadscale" "1.0" "proficiency_perfect_bias" "1.0"
"npc_min_range" "0" "npc_max_range" "768"
"npc_min_burst" "1" "npc_max_burst" "1" "rest_time_between_bursts_min" "0.5" "rest_time_between_bursts_max" "0.5"
// WeaponED Unhandled Key/Values and custom script Key/Values "bob_tilt_angle" "0.5" "sway_turn_angle_factor" "-0.5" "sway_turn_origin_factor" "0" "sway_turn_angle_factor_zoomed" "0" "sway_turn_origin_factor_zoomed" "0.05" "sway_move_angle_factor" "0.15" "sway_move_origin_factor" "0.15" "sway_move_angle_factor_zoomed" "0" "sway_move_origin_factor_zoomed" "0.03" "sway_gain" "10.0" "deployfirst_time" "1.25" "deploycatch_time" "1.33" "sprintcycle_time" ".55" "is_anti_titan" "0"
// Crosshair "red_crosshair_range" "900"
// Bodygroups: "bodygroup1_name" "sight_aog04" "bodygroup1_set" "0" "bodygroup2_name" "sight_hcog" "bodygroup2_set" "0" "bodygroup3_name" "sight_holo" "bodygroup3_set" "0" "bodygroup4_name" "suppressor_cyl_med" "bodygroup4_set" "0" "bodygroup5_name" "suppressor_sq_med" "bodygroup5_set" "0"
"clip_bodygroup" "w1128_magazine" "clip_bodygroup_index_shown" "0" "clip_bodygroup_index_hidden" "1" "clip_bodygroup_show_for_milestone_0" "1" "clip_bodygroup_show_for_milestone_1" "0" "clip_bodygroup_show_for_milestone_2" "1" "clip_bodygroup_show_for_milestone_3" "1" Mods { pas_fast_reload { "reload_time" "*0.7" "reload_time_late1" "*0.7" "reloadempty_time" "*0.7" "reloadempty_time_late1" "*0.7" } extended_ammo { "ammo_stockpile_max" "90" "ammo_clip_size" "9" "ammo_default_total" "90" } recoil_compensator { "viewkick_pitch_base" "*0.6" "viewkick_pitch_random" "*0.6"
"viewkick_yaw_base" "*0.6" "viewkick_yaw_random" "*0.6"
"viewkick_perm_pitch_base" "*0.6" "viewkick_perm_pitch_random" "*0.6" "viewkick_perm_yaw_base" "*0.6" "viewkick_perm_yaw_random" "*0.6" } silencer { "bodygroup4_set" "1" "viewkick_pitch_base" "*0.7" "viewkick_pitch_random" "*0.7" "viewkick_yaw_base" "*0.7" "viewkick_yaw_random" "*0.7"
"damage_near_distance" "250" "damage_near_value" "210" "damage_far_value" "28"
//"rumble" "4" //"tracer_effect" "weapon_tracers_pistol" "minimap_reveal_distance" "1" } spread_increase_sg { "spread_stand_hip" "10" "spread_stand_hip_run" "10" "spread_stand_hip_sprint" "10" "spread_stand_ads" "10" "spread_crouch_hip" "10" "spread_crouch_ads" "10" "spread_air_hip" "10" "spread_air_ads" "10" "damage_near_value" "/1.2" "damage_far_value" "/1.2" } twin_slug { "ammo_stockpile_max" "60" //"damage_near_value" "200" "ammo_clip_size" "2" "ammo_default_total" "60" } shotgun_burn_automatic_fire { "description" "Rapid Fire Shotgun" "crosshair_index" "1" "fire_mode" "auto" "fire_rate" "3.5"
"viewkick_pitch_base" "-1.75" "viewkick_pitch_random" "0.75" "viewkick_pitch_softScale" "0.3" "viewkick_pitch_hardScale" "1.5"
"viewkick_yaw_base" "-0.65" "viewkick_yaw_random" "0.38" "viewkick_yaw_softScale" "0.38" "viewkick_yaw_hardScale" "1.5" } }
CrosshairData { BaseWeapon { DefaultElementBehavior { "size_x" "36" "size_y" "36" "rotation" "180" "fade_into_zooming_end" "0.1" "fade_out_of_zooming_begin" "0.1" "fade_while_sprinting" "1" "fade_while_reloading" "1" "fade_while_zooming" "1" "draw_while_ads" "0" } Element0 { "type" "spread" "material" "hud/crosshairs/crosshair_pilot_shotgun_outer_ring_arc" "spread_initial_angle" "45" "spread_initial_offset" "-8" } Element1 { "type" "spread" "material" "hud/crosshairs/crosshair_pilot_shotgun_outer_ring_arc_shadow" "spread_initial_angle" "45" "spread_initial_offset" "-8" } } BurnCardMod //Match BaseWeapon + default color change until override setting. { DefaultElementBehavior { "size_x" "36" "size_y" "36" "rotation" "180" "fade_into_zooming_end" "0.1" "fade_out_of_zooming_begin" "0.1" "fade_while_sprinting" "1" "fade_while_reloading" "1" "fade_while_zooming" "1" "draw_while_ads" "0" "default_color" "246 134 40 255" } Element0 { "type" "spread" "material" "hud/crosshairs/crosshair_pilot_shotgun_outer_ring_arc" "spread_initial_angle" "45" "spread_initial_offset" "-8" } Element1 { "type" "spread" "material" "hud/crosshairs/crosshair_pilot_shotgun_outer_ring_arc_shadow" "spread_initial_angle" "45" "spread_initial_offset" "-8" } } }
TextureData { "crosshair" { "file" "vgui/hud/crosshairs/crosshair_pilot_shotgun_outer_ring_arc" "x" "0" "y" "0" "width" "72" "height" "72" } "crosshair_zoom" { } "autoaim" { } } }
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Post by dgcool on Feb 22, 2014 19:13:48 GMT -5
Wow, that's fantastic, thanks Den for the inside scoop! Any way we can get a full list (I'd love to see the damage on the Carbine and/or sidearms, etc.) or some way we can get into the files? Sorry for the hassle.
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Den
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Post by Den on Feb 22, 2014 19:55:12 GMT -5
Pilots and Spectres have 200 Health. I think Grunts have 100.
The shotgun divides its total damage between 8 hitscans. The finer details of the shotgun's "inverse" falloff type will need some testing since I made some fairly long distance kills with only a couple shots from the shotgun in the beta.
Some details on the Smart Pistol. The Smart Pistol does 67 damage at all ranges, has a "Search" radius of 45° with a range of 1050 units of measurement. 36° and 1250 units of measurement with that advanced targeting attachment. Between 0.37 and 0.65 seconds required to lock on to a Pilot for each lock. The time variation is likely from range and possibly distance from the center of the screen. Only 0.1 and 0.2 seconds to lock on to Grunts and Spectres.
Titan related stuff.
The Atlas Titan has 8000 Health. The Ogre 10500. Stryder 5500.
Atlas standing base movement speed is 280, Sprint speed 420. 1.0x sidestep speed and 0.8x backpedal speed multipliers. Ogre is 265 and 400. 0.85x sidestep speed and 0.6x backpedal speed multipliers. Stryder is 300 and 435. 1.0x sidestep speed and 0.8x backpedal speed multipliers.
Atlas' melee does 1000 damage and has a pushback impulse of 850. Ogre does 1875 melee with a 510 pushback. Stryder does 1125 with 850 pushback.
It would take the Atlas 4.1666 seconds to recharge one of its two dash bars. The Ogre would take 4.545 seconds to recharge its one bar. The Stryder takes 3.3 seconds to recharge one of its three dash bars.
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Post by Woodstock on Feb 22, 2014 20:08:57 GMT -5
arooJust about everything in here can be opened in notepad.
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Post by dgcool on Feb 22, 2014 21:04:07 GMT -5
arooJust about everything in here can be opened in notepad. I love you.
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Post by dgcool on Feb 22, 2014 22:37:46 GMT -5
@ Den - Can you find anything about Titan's shield strength? (might it be a set value for all three types?) I've been looking through the files and nothing yet.
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Den
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Post by Den on Feb 23, 2014 7:35:00 GMT -5
Found it in vscripts/_consts.nut
It seems all titan Shields are 2250 health. It takes six seconds before they begin recharging after taking damage and two more seconds to fully recharge.
Also in that same file, the Ogre's Core halves damage taken to shields when you activate it, basically giving it the equivalent of 4500 shields for those 12.6 seconds a Core power lasts. That gives some sense to the Ogre's physical health of 10500 - a maximum possible 15000 health overall with its Core active.
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Den
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Post by Den on Feb 23, 2014 8:43:49 GMT -5
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probaddie
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Post by probaddie on Feb 23, 2014 14:04:44 GMT -5
Does anyone know if it's possible to modify these weapon scripts and then test them in a private match? Is there a console that can be accessed (legitimately)?
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Post by dgcool on Feb 23, 2014 14:30:02 GMT -5
Does anyone know if it's possible to modify these weapon scripts and then test them in a private match? Is there a console that can be accessed (legitimately)? Just a tangent here; will you be making recoil plots for Titanfall pilot/titan weapons? (obviously you're the best in the biz)
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Den
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Post by Den on Feb 23, 2014 15:21:00 GMT -5
Extremely unlikely, what with everything being matchmaking into dedicated servers. Although the file _riff_settings.nut may suggest that there may be some variables that could be modified, perhaps changed for private matches.
function Riff_ForceSetSpawnAsTitan Riff_ForceTitanAvailability Riff_AmmoLimit Riff_OSPState Riff_MinimapState Riff_AILethality Riff_TitanAvailability Riff_AllowNPCs Riff_EliminationMode
First thing I did was unload the carbine on a wall in training. They have an extremely low viewkick ceiling, as in it climbed for about the first half-dozen shots then stopped there, saturating a small area a mere degree or so above the original point of aim.
However, they also have a very tiny spread when firing in ADS. Firing when crouched causes the spread to expand more slowly. The LMG is especially accurate when firing crouched ADS, no spread increase on shooting and the minimum spread is lower than most of the other automatics.
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probaddie
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Post by probaddie on Feb 24, 2014 0:18:44 GMT -5
Does anyone know if it's possible to modify these weapon scripts and then test them in a private match? Is there a console that can be accessed (legitimately)? Just a tangent here; will you be making recoil plots for Titanfall pilot/titan weapons? (obviously you're the best in the biz) That will depend on two things. The first is whether or not I can actually figure out how the game's mechanics work. From just perusing the example file Den posted, I can guess a few things that are going on but need to be able to test them (hence my question about console availability and private matches). Some of the variables in that file are a complete mystery to me, most notably the "viewkick_spring" variable. I suspect that is somehow tied to weapon recovery yet it's not even a number; that could prove tricky. The second possible deterrent is whether or not they're worth doing. Den already stated that one of the assault rifles only appeared to kick at most one degree and had spread that spread that, although present, was very small. If recoil in this game is not a significant factor in how it's weapons operate, then recoil plots may just not be worth the trouble. That all said, I am interested in doing them, as you likely already guessed. To Den: If I can bother you for a favor, do you mind PMing me a copy of another hitscan weapon? There's no hint in the shotgun file of how spread increases with firing (since the shotgun obviously doesn't that).
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n1gh7
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Post by n1gh7 on Feb 24, 2014 1:45:23 GMT -5
Some of the variables in that file are a complete mystery to me, most notably the "viewkick_spring" variable. I suspect that is somehow tied to weapon recovery yet it's not even a number; that could prove tricky. That variable probably looks at the "shotgun" entry in the springs file. Copy&pasted here for your convenience. shotgun { "hipfire_pitch_springConstant" "35.0" "hipfire_pitch_damping" "12.0" "hipfire_yaw_springConstant" "30.0" "hipfire_yaw_damping" "8.0" "hipfire_roll_springConstant" "10000.0" "hipfire_roll_damping" "25.0"
"ADS_pitch_springConstant" "65.0" "ADS_pitch_damping" "20.0" "ADS_yaw_springConstant" "45.0" "ADS_yaw_damping" "10.0" "ADS_roll_springConstant" "10000.0" "ADS_roll_damping" "22.0" } They will be adding private match support post launch it seems.
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Dumien
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Post by Dumien on Feb 24, 2014 21:27:08 GMT -5
I gotta admit. I fan-giggled a little at the rise of the mathbeasts.
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probaddie
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Post by probaddie on Feb 25, 2014 0:12:52 GMT -5
Some of the variables in that file are a complete mystery to me, most notably the "viewkick_spring" variable. I suspect that is somehow tied to weapon recovery yet it's not even a number; that could prove tricky. That variable probably looks at the "shotgun" entry in the springs file. Copy&pasted here for your convenience. shotgun { "hipfire_pitch_springConstant" "35.0" "hipfire_pitch_damping" "12.0" "hipfire_yaw_springConstant" "30.0" "hipfire_yaw_damping" "8.0" "hipfire_roll_springConstant" "10000.0" "hipfire_roll_damping" "25.0"
"ADS_pitch_springConstant" "65.0" "ADS_pitch_damping" "20.0" "ADS_yaw_springConstant" "45.0" "ADS_yaw_damping" "10.0" "ADS_roll_springConstant" "10000.0" "ADS_roll_damping" "22.0" } They will be adding private match support post launch it seems.Great! Thank you. This looks relatively simple. Based on those variable names, I'm almost sure the recovery mechanic is just an implementation of this: en.wikipedia.org/wiki/Damping. There's probably a "deadzone" like GunKick has in Call of Duty to prevent underflow (i.e., numbers getting too small) and excessive calculation, since a damped harmonic oscillator can theoretically move until the end of time. That's one mystery down (hopefully).
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Post by torrero on Feb 25, 2014 11:26:41 GMT -5
That variable probably looks at the "shotgun" entry in the springs file. Copy&pasted here for your convenience. shotgun { "hipfire_pitch_springConstant" "35.0" "hipfire_pitch_damping" "12.0" "hipfire_yaw_springConstant" "30.0" "hipfire_yaw_damping" "8.0" "hipfire_roll_springConstant" "10000.0" "hipfire_roll_damping" "25.0"
"ADS_pitch_springConstant" "65.0" "ADS_pitch_damping" "20.0" "ADS_yaw_springConstant" "45.0" "ADS_yaw_damping" "10.0" "ADS_roll_springConstant" "10000.0" "ADS_roll_damping" "22.0" } They will be adding private match support post launch it seems.Great! Thank you. This looks relatively simple. Based on those variable names, I'm almost sure the recovery mechanic is just an implementation of this: en.wikipedia.org/wiki/Damping. There's probably a "deadzone" like GunKick has in Call of Duty to prevent underflow (i.e., numbers getting too small) and excessive calculation, since a damped harmonic oscillator can theoretically move until the end of time. That's one mystery down (hopefully). Right, those are my thoughts exactly.... Seriously though, cant help being impressed with what you guys do with these weapon files. As someone who is probably a bit too much excited for this game, I eagerly await any and all new information that is discovered about the game mechanics.
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Den
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Post by Den on Feb 25, 2014 12:58:29 GMT -5
It appears that Titanfall's models do conform to the same measurement scale as other Source Engine games. However, unlike the "1 inch = 1 unit" scale of COD2 and on, the scale of the Source Engine's world models is "one foot = 16 units". Every unit of measurement would actually be 0.75 of an inch. So the shotgun's max-min damage range values 270 to 850 would be 5.14m to 16.2m (or 16.875 feet to 53.125 feet). Unlike COD, the shotgun blast doesn't turn into vapor after those 16 meters, so it'll keep going at 28/8 (or 3.5x8) damage. The Smart Pistol's lock works out to 1050 units, a range of 20m (Enhanced Targeting would increase that to 1250 units or 23.8 meters).
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Post by Ishbane on Mar 4, 2014 16:29:08 GMT -5
damage_rodeo Certain weapons more useful during rodeo.
// Damage - When Used by NPCs NPCs aren't that weak at all, if only they'd fire somewhat more often.
minimap_reveal_distance Silenced guns generating a blip up to a certain distance?
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Den
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Post by Den on Mar 4, 2014 22:05:53 GMT -5
Yes, sht04052, the Smart Pistol does 67 damage at all ranges. No extra oddities or extraneous code to it, doomleika. At least, not against Pilots. The very bottom part of "vscripts/weapons/_smart_ammo.nut" reads (paraphrased from the code): Against a Grunt, the Smart Pistol will always do damage equal to the Grunt's MaxHealth. So it'll always be a one shot kill. And for a Spectre, ((MaxHealth / 2) +1) or 101 damage versus its 200 total health.
Headshot or body shot doesn't appear to matter for the Smart Pistol. 67 no matter what. Though a three shot kill at any range may seem pretty good, the Smart Pistol's weakness at range isn't lower damage, but lower accuracy. It has an inherit cone of fire spread of 0.5° when aiming down sights (0.25° when ADS and crouched). Outside of its special behavior under 20m, it is a comparatively weak and even unreliable primary weapon at range.
It won't be making any precision shots at long range like any of the other primary rifles, such as the DMR (0.05° cone of fire when sighted, perfect 0.0° when crouched). The DMR does 120 damage at any range, a two shot kill on pilots, and can get a one shot kill at any range with a 2.0x headshot multiplier.
Smart Pistol's three shot kill might not match the slightly weaker but more accurate secondary pistols at a distance. 0.2° when ADS standing or crouched for both AutoPistol (38-30 damage, 6-7 shots) and the 2011 (60-45 damage, 4-5 shots). 0.15° and 0.1° crouching for the Wingman (135-100 damage, two shots, possibly a one shot kill with a headshot although the Wingman file doesn't show the headshot multiplier).
It's a pretty big detriment to give up a rifle for what will only excel as a grunt farming pistol. Despite its nature of being an auto-aiming weapon and the majority of the internet's "Hardcore gamers" already rallying against it as a "casual" weapon, doing well with the Smart Pistol will probably be one of the more challenging things to do on most maps and it would be pretty humiliating for one to get killed by it excessively since virtually any other weapon in the game will best the Smart Pistol at nearly any range on a statistical level.
- On inaccuracy, pretty much everything has a small inherit cone of fire which expands slightly with excessive fire. You won't be able to snipe enemies at long range reliably with most automatics despite low recoil like you would with a COD weapon, but their maximums won't reach the kinds of preposterously huge cones of fire like weapons in a Battlefield* game.
For example, both Carbine and R97 SMG have a 0.25° spread when standing/crouched+ADS and 0.5 when in the air+ADS (Carbine's Gyro attachment makes air accuracy also 0.25°). Their additional cone of fire is 2.0° which it will reach after seven shots when ADS (+0.25 each shot, maximum of 2.25). They recover extremely quickly if you let up on the trigger for just 0.15 seconds to begin recovering (and about 0.06 more seconds to recover the 1.75°).
Against the SMG and Carbine, the RSPN101 Assault Rifle has a 0.35° spread when ADS. Though the inherit spread may be slightly worse, it's additional spread is only 0.4° (for a max of 0.75), way more accurate. It will retain much better full auto ADS spread compared to the Carbine and SMG.
*In comparison, weapons in the past several Battlefield games have typically had a maximum spread of 7.0 at the hip and 5.0 when ADS. Also when moving, their minimum spread jumps up, usually to 1.0° or higher. Weapons in Titanfall don't do that; they'll keep their tighter accuracy when moving, only shooting will make the cone expand.
- Also the Shotgun may actually fire eleven pellets, not eight. No wait, the eleven are just for visual effect. Probably still eight... -
The base forward running speed of a Pilot is 180.6 units per second, or about 7.7 MPH. The base Sprint speed of Pilots is 269.85 units per second, or 11.5 MPH. Consecutive wall running speeds up the player gradually, allowing him to reach a maximum of almost twice his sprint speed. About 22 to 23 MPH.
Based on "_stim_shared" and "_consts", the move speed of a Pilot is increased to 1.35x while Stim is active, approximately 15.5 MPH sprinting. It also cuts the healing delay time in half from six seconds to three seconds.
The Burncard that chops off your legs to give you robot ones increases your move speed by 1.2x. Combined with Stim, Sprinting would give you a speed of 18.63 MPH. Of course, that doesn't happen, Stim overrides Prosthetic Legs and you just go 1.35x.
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Post by torrero on Mar 5, 2014 13:02:12 GMT -5
excuse my ignorance...
but how does the cone of fire mechanic work exactly, on the most basic of levels? I have done a great job of familiarizing myself with the COD system of recoil, but have next to no experience with this method.
My initial assumption is that when ADSing for example, there is a cone heading out of the gun, that has an angle of .5 degrees (smart pistol). This cone will obviously continue to grow larger the farther away the target is. Further assuming, does this mean that when ADS, the shots will NOT necessarily land exactly on the point you are aiming, but instead potentially anywhere inside this cone? so there isnt the "perfect" accuracy that COD employs (which is bounced around using the kick mechanics when firing), and that even if you are directly aimed onto a target you could potentially be missing???
How does actual weapon kick factor into this if at all?
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Post by Aphoristic on Mar 5, 2014 13:25:00 GMT -5
NPCs aren't that weak at all, if only they'd fire somewhat more often. They are supposed to be brain-dead. They perform the same function as minions do in a DOTA-style game, and give FPS players that satisfaction of mowing down tons of enemies at the same time.
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n1gh7
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Post by n1gh7 on Mar 5, 2014 15:05:49 GMT -5
excuse my ignorance... but how does the cone of fire mechanic work exactly, on the most basic of levels? I have done a great job of familiarizing myself with the COD system of recoil, but have next to no experience with this method. My initial assumption is that when ADSing for example, there is a cone heading out of the gun, that has an angle of .5 degrees (smart pistol). This cone will obviously continue to grow larger the farther away the target is. Further assuming, does this mean that when ADS, the shots will NOT necessarily land exactly on the point you are aiming, but instead potentially anywhere inside this cone? so there isnt the "perfect" accuracy that COD employs (which is bounced around using the kick mechanics when firing), and that even if you are directly aimed onto a target you could potentially be missing??? How does actual weapon kick factor into this if at all? All your assumptions are right, but spread has nothing to do with recoil necessarily. The spread gives a cone of possible places for a shot to land based on where you are looking. Recoil changes where you are looking. If recoil kicks your aim around, then it will kick the cone around with it. COD didn't actually have 0 spread while ADS until COD4. See: SAW in Ghosts for an extreme example.
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Dissentia
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Post by Dissentia on Mar 5, 2014 19:49:22 GMT -5
No more centerspeed?
EDIT: Missed the above discussion, it is most likely handled within viewkick_spring.
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Post by drift0r on Mar 6, 2014 2:49:22 GMT -5
Holy crap... You guys have already found out a ton of Titanfall info. Can't wait to see the charts. However, I think this game may be much more feel/skill oriented than CoD. Players who don't adjust to 3D movement or wall jumping are only about as dangerous a Spectre.
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Post by Pegasus Actual on Mar 6, 2014 3:07:27 GMT -5
Pro-tip drifty-cakes, it's all about dat bumper jumper controller config. Err, until XIM4 comes out.
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