This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] At the moment, they don't have a speed - they're instant hit. If you wanted to modify their speeds, you'd have to make an entity like crossbow_bolt and make the weapons create an instance of that for every bullet instead. You'll find the FireBullets function around line 1270 of baseentity_shared.cpp
r00t 3:16 wrote: > Yes I understand that but some weapons travel faster some slower. > Which is what I kind of meant... > > I should of asked more specifically where would this be accomplished at? > > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > ----- Original Message ----- > From: "James Freedman" <[EMAIL PROTECTED]> > To: <[email protected]> > Sent: Thursday, February 03, 2005 5:47 PM > Subject: Re: [hlcoders] Weapon ballastics > > >> Well, you could make it go any speed you like if you're coding it, but >> real bullets travel at something like that speed. >> >> r00t 3:16 wrote: >> >>> I was looking at where the tracelines happen. >>> >>> A bullet will travel 1000 inches in 30msecs ? Is that correct? >>> Is it possible to slow this down or speed this up? >>> >>> >>> r00t 3:16 >>> CQC Gaming >>> www.cqc-gaming.com >>> ----- Original Message ----- >>> From: "Andre Bandarra" <[EMAIL PROTECTED]> >>> To: <[email protected]> >>> Sent: Thursday, February 03, 2005 8:28 AM >>> Subject: Re: [hlcoders] Weapon ballastics >>> >>> >>>> Ok. I think i got the idea.. >>>> ".Since a tick is no larger than 30msec, >>>> a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a >>>> single tick while it will move forward somewhere near 1000 inches" >>>> >>>> Sorry if i am saying bullshit since i haven't done this kind of thing >>>> on HL2... YET! >>>> So, if the bullet didnt hit anything in this tick on these 1000 >>>> inches, you could save the bullet data and recalculate the trace on >>>> the next tick. (maybe starting from where the last tick left off or >>>> maybe starting from where the last one started and calculating it for >>>> 2000 inches) and so on until it hits something or exceeds an maximum >>>> distance travelled. >>>> Am i right? >>>> >>>> >>>> >>>> On Wed, 2 Feb 2005 17:17:49 -0800, Jay Stelly <[EMAIL PROTECTED]> >>>> wrote: >>>> >>>>> There are three issues here: >>>>> 1) Collision representation for the bullet >>>>> In HL2, they are point sized. You can also make them out of >>>>> boxes or fully general vcollides. >>>>> 2) Velocity of the bullet >>>>> In HL2 the velocity is infinite - they travel instantaneously >>>>> until they hit something (simulated with a single traceline). If you >>>>> want to simulate gravity you'll need some notion of finite speed for >>>>> the >>>>> bullet. >>>>> 3) How to approximate the parabolic motion of the bullet in flight >>>>> In HL2 there is no parabolic motion, so it's not a problem. >>>>> But >>>>> you really have two options here: Use vphysics, or use multiple >>>>> tracelines/boxes with subdivision. What I propsed earlier was just >>>>> using one traceline per tick which means that the bullet's curve is >>>>> approximately a line each tick. Since a tick is no larger than >>>>> 30msec, >>>>> a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a >>>>> single tick while it will move forward somewhere near 1000 inches >>>>> (obviously depending on velocity) in the same tick. So there's not >>>>> tons >>>>> of error there, but if you need more precision just subdivide dt and >>>>> iterate. If you use vphysics it will do it's own approximation >>>>> for the >>>>> motion which you cannot configure. >>>>> >>>>> Jay >>>>> >>>>> > -----Original Message----- >>>>> > From: [EMAIL PROTECTED] >>>>> > [mailto:[EMAIL PROTECTED] On Behalf Of >>>>> > Hasan Aljudy >>>>> > Sent: Wednesday, February 02, 2005 5:03 PM >>>>> > To: [email protected] >>>>> > Subject: Re: [hlcoders] Weapon ballastics >>>>> > >>>>> > but bullets in HL2 and HL1 already are tracelines .. like >>>>> > everyone have been saying, they are instantaneous, and if you >>>>> > think that's bad, then this is why people want to make it >>>>> > more bullet-like. >>>>> > >>>>> > r00t: >>>>> > "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" >>>>> > >>>>> > well, bullets are already tracelines, and I think the engine >>>>> > does tons of traces every frame (I would guess every moving >>>>> > object uses traceboxes for collision detection) etc. >>>>> > >>>>> > On Wed, 02 Feb 2005 18:27:14 -0600, Adam Mason >>>>> > <[EMAIL PROTECTED]> wrote: >>>>> > > > 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 >>>>> > > >>>>> > > _______________________________________________ >>>>> > > To unsubscribe, edit your list preferences, or view the >>>>> > list archives, please visit: >>>>> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>>> > > >>>>> > > >>>>> > >>>>> > _______________________________________________ >>>>> > To unsubscribe, edit your list preferences, or view the list >>>>> > archives, please visit: >>>>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>>> > >>>>> > >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list >>>>> archives, >>>>> please visit: >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>>> >>>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>> >>>> >>>> >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >> >> -- >> James Freedman >> [EMAIL PROTECTED] >> http://www.seascape.uk.net >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- James Freedman [EMAIL PROTECTED] http://www.seascape.uk.net -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

