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  • Fix the bug that laser, electric bolt and rad beam not support FlakScatter=true and Inaccurate=true projectiles.

  • You can now add a random offset to visual effect's (IsLaser=true, IsElectricBolt=true or IsRadBeam=true) target location if set VisualScatter to true.

In rulesmd.ini:

[AudioVisual]
VisualScatter.Min=0.03  ; floating point value, distance in cells
VisualScatter.Max=0.13  ; floating point value, distance in cells

[SOMEWEAPON]            ; WeaponType
VisualScatter=false     ; boolean

@CrimRecya CrimRecya added ❓New feature ❓Vanilla bug Vanilla game bugs that are requested to be fixed Needs testing ⚙️T1 T1 maintainer review is sufficient labels Mar 2, 2025
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github-actions bot commented Mar 2, 2025

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@Coronia
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Coronia commented Mar 24, 2025

maybe it's better to let VisualScatter be defined by individual projectiles? Like how BallisticScatter did. Think there'll be a need for different beams to have different visual

@CrimRecya
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maybe it's better to let VisualScatter be defined by individual projectiles? Like how BallisticScatter did. Think there'll be a need for different beams to have different visual

Is there really a need for this? What I think is that a switch can already solve most situations, because those who need this function usually use reshader, just need the visual effect of a laser bullet. If using the original laser, I think usually only the fix is needed.

@CrimRecya CrimRecya merged commit 838c2e7 into Phobos-developers:develop Apr 1, 2025
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@CrimRecya CrimRecya deleted the develop-VisualScatter branch April 1, 2025 05:04
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2 participants