-- [ Picked text/plain from multipart/alternative ] I guess the big question is how are you planning on controlling the gun and the head at the same time. Assuming that your mouse will be used for one or the other.
The only way I think your going to be able to accomplish this is to modify how the camera works. Currently... when your mouse is moved it moves the camera around. Any firing is centered on that camera and the crosshair is just an afterthought. So you would probably have to change the mouse movement to move the crosshair and change the code so that aiming is at the crosshair and not the center of the camera. Then make the camera move when your crosshair gets to the edges. Ultimately this is going to act strangely un-realistic unless you use two mice or something. I can't really think of a better way, maybe you can :) On 2/6/06, Jason Houston <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > "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) > > > -- > Draco > -- > > _______________________________________________ > 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

