Forum Discussion
4 years ago
@BaronVonGoon He wants no deviation/spread from center of reticle at the time of projectile spawn.
Deviation/spread mitigates skill (precision of accuracy).
I agree in this regard. There should be no adjustments made to where the player aimed and fired.
Deviation/spread mitigates skill (precision of accuracy).
I agree in this regard. There should be no adjustments made to where the player aimed and fired.
4 years ago
@Rev0verDrive Then I completely misread the original post.
Rev, nice to see you around.
On topic, since when do bullets not line up with reticle on spawn? I thought spread only takes effect after the shot.
Rev, nice to see you around.
On topic, since when do bullets not line up with reticle on spawn? I thought spread only takes effect after the shot.
- 4 years ago@BaronVonGoon
It's BF bro... I'm always around. 🙂
In BF they spawn at the camera with a slight forward vector addition. Also BF as far as I remember doesn't have a zeroing component. So basically a hitscan setup with projectiles.
More realistic setups like Tarkov, PubG and I think maybe Siege spawn projectiles at the muzzle using the drawn approach I posted. This is also how I do projectiles in UE4 and teach others in the UE4 community to do projectiles.- 4 years ago@Rev0verDrive BF4 then that would be correct but BF1 had bullets spawn near barrel's end. It lead to bullets that could be fired from off centre in BFV.
BF4 introduced zeroing to BF. Depend on which BF and weapons the distances.
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