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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
>>>>> > >
>>>>> > > _______________________________________________
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>>>>> > >
>>>>> > >
>>>>> >
>>>>> > _______________________________________________
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>>>>> >
>>>>> >
>>>>>
>>>>> _______________________________________________
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>>>>> please visit:
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>>>>>
>>>>>
>>>>
>>>> _______________________________________________
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>>>>
>>>>
>>>>
>>>
>>>
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>>> please visit:
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>>>
>>>
>>
>> --
>> 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:
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>
>

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James Freedman
[EMAIL PROTECTED]
http://www.seascape.uk.net

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