[CombatDamage]►BallisticScatter is used for defining a range
depending on the projectile’s properties, and then randomly picking a value from
this range as the final scatter distance for each projectile fired. Ares
makes this global customizable as two separate tags that can be used to specify
the minimum and maximum distances for each Projectile directly.
Both tags require
[Projectile]►BallisticScatter.Min=(float - cell range)
- The minimum range in cells a projectile can scatter. Defaults to
[CombatDamage]►BallisticScatter/ 2 if
Inviso=yes, to 0 otherwise.
[Projectile]►BallisticScatter.Max=(float - cell range)
- The maximum range in cells a projectile can scatter. Defaults to
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.
There is one more place
[CombatDamage]►BallisticScatter is used
and that is not customizable yet. It scatters an extra amount from 0
to 2 *
[CombatDamage]►BallisticScatter for projectiles with
New in version 0.7.