Just create an entity and have it trace from it's current position to
the next position (current + velocity * dt + gravity * dt) each tick.
Unless you want the entity to have a physics hull or something, then
you'll need to increase the max allowable speed.  You can do that by
modifying:
ConVar  sv_maxvelocity  ( "sv_maxvelocity","3500", FCVAR_REPLICATED,
"Maximum speed any ballistically moving object is allowed to attain per
axis." );
And physics_performanceparams_t ("vphysics/performance.h" -
physenv->SetPerformanceSettings() )

Note that higher maximum velocities may cause problems as none of our
games really push the limits there.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Adam Mason
> Sent: Wednesday, February 02, 2005 4:27 PM
> To: [email protected]
> 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.
>
> BUT... if the bullet is traveling slow and far enough you'd
> have to lead a moving target, then your traceline will not
> actually be to the target.
>
> Adam "Tobias" Mason
> Back East Design
>
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