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"This is ridiculous, because a 9mm
pistol round has considerable muzzle drop beyond that range and must be
compensated for by elevating the barrel and aiming with utmost care"

simulating bullets in games is easy, replace the traceline crap with a
really really fast crossbow bolt type thing with a little bullet model, make
it obey gravity and give a certain amount of damage for how hard it hits, so
shots become less effective over range. BGII uses it atm(check out
dlls/bg2/bullet.cpp in our source code, available on the site or on a SVN
repo)

This isn't recommended for games using fully automatic weapons though, as
the extra entities whizzing about can be taxing on the server, and might
cause some network lag as well in extreme cases. But then again, our guns
fire once and require a 7 second reload, so we haven't really tested the
effect on the server when there are too many bullets flying. Single player
would be fine though, I think Max Payne used a similar thing, but the
bulllets didn't drop or slow down.

We have found players learn to aim better when they can get a feel for the
speed and drop of each gun, accuracy becomes less dependant on a random
angle, and more on the speed of the bullet.

I plan to some time create a little trap shooting game with source to see if
I can accuratly simulate the shot string and the tiny delay before the shot
leaves the barrel(so you have to keep moving the gun untill the target is
destroyed)


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Draco
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