True Visual Misses (1.6 r3)
True Visual Misses
[b]Bullets that look like they missed… actually miss.[/b]
TVM checks each projectile’s [i]final swept path[/i] against a pawn’s [i]visual[/i] hit area right before impact so outcomes match what you see. Its not 100% though, nothing in this world is, so expect 90% to 95% functionality, its still amazing.
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What it does
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[*] [b]Last-moment visual gating:[/b] Tests the projectile’s swept segment against a body-size–scaled radius. No intersection = visual miss (no vanilla damage). Intersection = normal impact.
[*] [b]Fair grazes, fewer ghost hits:[/b] Adjustable leniency and motion-aware padding reduce “it clearly missed but hit anyway” moments.
[*] [b]Optional damage tuning:[/b] Scale direct and (optionally) explosion damage on near-misses for a glancing-hit feel.
[*] [b]Smarter moving-target shots (optional):[/b] Adds target-leading with aggression/cadence controls so movement matters without magic hits.
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Intended use & pairings
[b]Made for vanilla-style ballistics (non-CE).[/b] Designed to be played alongside non-CE combat mods and pairs especially well with:
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[*] Gunplay
[*] Yayo’s Combat 3
[*] Proper Shotguns
[*] RunAndGun, Simple Sidearms, and other non-CE combat tweaks
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[i]Not for Combat Extended.[/i] CE replaces projectile logic.
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Load order (important)
Place [b]True Visual Misses[/b] [u]after[/u] any combat/verbs/ballistics mods.
Core → (Combat mods: Gunplay / Yayo’s Combat 3 / etc.) → True Visual Misses
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Why you’ll like it
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[*] [b]Looks = outcomes:[/b] Visuals finally match hit logic.
[*] [b]More satisfying firefights:[/b] Shotguns and automatics feel deadlier; cover, angle, and movement matter more.
[*] [b]Lightweight:[/b] Minimal per-tick math; settings to tune strictness and behavior.
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Settings (tweak to taste)
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[*] Enable/disable quickly
[*] Damage scaling for visual near-misses (direct + optional explosions)
[*] Trajectory sampling (Every tick / Every N / Impact-only) + falloff shaping
[*] Visual hitbox leniency (scale + extra padding)
[*] Leading options (analytic intercept, aggression, re-lead cadence, min movement, speed multiplier, max look-ahead)
[*] Friendly Fire Options
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FAQ
[b]Q: Does this change weapon accuracy or pawn stats?[/b]
A: No—only gates the final impact based on the [i]visible[/i] path.
[b]Q: Why can a near pass still hit sometimes?[/b]
A: The radius accounts for body size, animation, within-tick motion, and sampling cadence. Tight grazes can still connect—dial leniency down for stricter misses.
[b]Q: Compatible with CE?[/b]
A: No. Use with vanilla-style combat mods like Gunplay and Yayo’s Combat 3.
[i]TL;DR:[/i] If it looks like a miss, it’s a miss. Load after your combat mods and enjoy firefights that finally make sense.