Actually, the crossbow is set to the max inches per second which is 2500 (I
beleive)

Bullets travel as 33600 inches per second.


Husan, I was thinking about doing this actually. Not sure of the performace hit doing a traceline everyframe on a bullet but something to test out.

Botman, thanks for the info.



r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "Hasan Aljudy" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, February 02, 2005 6:28 PM
Subject: Re: [hlcoders] Weapon ballastics


Iwas thinking .. why don't you just pre-calculate the spot where the
bullet will land if it were to fall acording to gravity ..
do a traceline and see how far your target is, then figure out how
much it would fall ... etc, you get the idea.


On Wed, 2 Feb 2005 16:12:54 -0700, Dave R. Meyers <[EMAIL PROTECTED]> wrote:
Look at the crossbow code.  The rebar bolt already does this.  When you
shoot at a far target, the bolt drops, and it drops a lot if you are
shooting really far.

Dave R. Meyers
Starbreaker


-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of r00t 3:16 Sent: Tuesday, February 01, 2005 10:10 PM To: [email protected] Subject: [hlcoders] Weapon ballastics

This may have been mentioned before but was unable to find the post.

Is it possible to calculate the distance the bullet has traveled, and
then
start to decrease the bullet velocity and FPS (would need to convert feet
per second to inches per second) depending on how far the bullet has
traveled, and if possible have the bullet start to drop the further is
travels.

This would allow the player to have to compensate a bit depending how far
they are shooting etc.

r00t 3:16
CQC Gaming
www.cqc-gaming.com

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