im trying to make the tfa base jumping spread modifier different,
currently u jump and it has the spread effect of a scout in csgo (based on velocity), i dont want this and instead want to make the spread based on whether ur not on the ground
ive figured how to make the spread increase when not touching the ground with
[CODE] if dynacc and not self.Owner:IsOnGround() then
ccon = ccon * self.JumpingFalling
end[/CODE]
but the part im finding difficult is making it actually dynamic like the other modifiers i.e. walking running crouching, these modifiers have a transition from small to large spread but mine currently instantly goes to full bloom
i have the code of the for anyone who can help me with this
[CODE]function SWEP:CalculateConeRecoil()
tmpiron = self:GetIronSights()
local dynacc = false
isr = self.IronSightsProgress or 0
if dynacc_cvar:GetBool() and (self.Primary.NumShots <= 1) then
dynacc = true
end
local isr_1 = l_mathClamp(isr * 2, 0, 1)
local isr_2 = l_mathClamp((isr - 0.5) * 2, 0, 1)
local acv = self.Primary.Spread or self.Primary.Accuracy
local recv = self.Primary.Recoil * 5
if dynacc then
ccon = l_Lerp(isr_2, l_Lerp(isr_1, acv, acv * self.ChangeStateAccuracyMultiplier), self.Primary.IronAccuracy)
crec = l_Lerp(isr_2, l_Lerp(isr_1, recv, recv * self.ChangeStateRecoilMultiplier), recv * self.IronRecoilMultiplier)
else
ccon = l_Lerp(isr, acv, self.Primary.IronAccuracy)
crec = l_Lerp(isr, recv, recv * self.IronRecoilMultiplier)
end
local crc_1 = l_mathClamp(self.CrouchingRatio * 2, 0, 1)
local crc_2 = l_mathClamp((self.CrouchingRatio - 0.5) * 2, 0, 1)
if dynacc then
ccon = l_Lerp(crc_2, l_Lerp(crc_1, ccon, ccon * self.ChangeStateAccuracyMultiplier), ccon * self.CrouchAccuracyMultiplier)
crec = l_Lerp(crc_2, l_Lerp(crc_1, crec, self.Primary.Recoil * self.ChangeStateRecoilMultiplier), crec * self.CrouchRecoilMultiplier)
end
local ovel = self.Owner:GetVelocity():Length2D()
local vfc_1 = l_mathClamp(ovel / self.Owner:GetWalkSpeed(), 0, 2)
if dynacc then
ccon = l_Lerp(vfc_1, ccon, ccon * self.WalkAccuracyMultiplier)
crec = l_Lerp(vfc_1, crec, crec * self.WallRecoilMultiplier)
end
if dynacc and not self.Owner:IsOnGround() then
ccon = ccon * self.JumpingFalling
end
local jr = self.JumpRatio
if dynacc then
ccon = l_Lerp(jr, ccon, ccon * self.JumpAccuracyMultiplier)
crec = l_Lerp(jr, crec, crec * self.JumpRecoilMultiplier)
end
ccon = ccon * self.SpreadRatio
if mult_cvar then
ccon = ccon * mult_cvar:GetFloat()
end
return ccon, crec
end[/CODE]
the entire sh_calc.lua code if it helps [url]https://pastebin.com/2xhAjaLX[/url] thanks for efforts
bump
bump
bump
Sorry, you need to Log In to post a reply to this thread.