yeah something seems to have broken the mod, it's not working anymore for me either since i published it. sorry about that.
anyway, while i'm sure that multiple rockets fired into the first scatter box scatter randomly as they should, your video seems to indicate the very first rocket fired may behave somewhat oddly. honestly i still think it does behave as it should and you've just been incredibly unlucky (or lucky?) in your tests.
that being said, i'd also not be too surprised if there is indeed some weird glitch in how the scatter of the first shell in a creeping barrage is calculated, as that would not be the only instance where the description in the editor does not really match the actual in-game implementation (for example the real length of the scatter box is 48 m instead of the 40 m defined in the editor).
to either debunk or confirm this once and for all, the easiest would probably be to mod the width of the scatter box (currently 8 m) to be very large (maybe 10x of that), so it is easier to discern visually if the rocket always hits the center or scatters normally.
i'll give this a try later...
Ok went back into the editor and made a small mod to test the creeping barrage scatter again. And I'm quite confident to say that it does work as intended, i.e. first and last rockets scatter in the same way as all the other rockets in the middle do.
You can test it out yourself if you're so inclined via this small mod:
All it does is increase the number of rockets fired into the first and last box (the ones with the X in your pic) to 100 and remove the explosion/crater effects in order to make it easier to see where exactly the rockets impact.
I couldn't test it on your mode, as the missiles didn't appear to be fully displayed.
about the last rocket, I was wrong, it has a good spread, but here is the first one.
then it looks like it is indeed working as intended.
from what i tested in the live version a while ago, the indicator and the scatter box should align roughly like this:
so every rocket falls into a separate square rougly 3 chevrons wide and as you showed already in your image, no rocket will land in the area around the first 3 chevrons.
i guess the indicator could be shortened at the beginning to better match the scatter pattern, but i think it is already quite accurate otherwise?
To be fair, this is a problem of the indicator and can be changed easy. Indicators arn't generated by weapon-stats, they are created by an independently overlay.
Edit: Same for Stumtiger, the indicator doesn't fit shell's
trajectory (rocket ^^) That could be fixed by overshooting the indicator... I don't know why they don't fix it like that.
projectiles that fly to the center sometimes fall next to each other (randomly), but the first and last always fall at these points(if there is a spread, then it is not visible)
and also, I tried firing in the patch, and the projectile fell into the area painted over at the end(if fired at close range )
Adding scatter would make the barrage harder to dodge though. Seems like a double edged sword.
it is better to do this at random than when the projectile hits exactly where the shot was indicated. Since this makes calculations very vulnerable, for example, you provoke the calculation to decompose and at the same time make a precise salvo, and in most cases it is wiped. Also, there are calculations that take a long time to collect, for example, 120 mortar. Almost 100% of the time, he won't be able to dodge
It is better to be a random, as well as with other units. (this also applies to brummbar)
First, shells do not fall on the entire designated area, but only from the initial 3rd strip, and the last 3rd strip(at least, you can make the shells fly along the entire length of the designation areas), and secondly, the first and last projectile always hit, almost in one place(it may be worth making these shells as random as the rest of the MLRS)