Like the other guys said already you can simplify it by allowing your bullet
to 'travel' a specific maximum distance thru walls by adding a vector of
that maximum length to the hitlocation and then doing a trace backward from
that location to the original hitlocation to get the location the bullet
would break thru on the backside of the wall. From that location you then
let the bullet travel further.
The problem about this simplification is that if you ie have very thin walls
and the maximum distance your projectile can travel thru a wall is really
large, then you would be able to 'pass' objects that stand close between two
thin walls and your first maximum vector passes thru the first wall, the
object (ie. a player) and even the second wall.
So, either choose your maximum distances a bullet/projectile can travel thru
objects like walls based on the wall thickness used in your mods maps or add
several backward trace checks till you reach the maximum distance.
For this you would add only a smaller portion of the maximum vector to your
hitlocation, trace backwards to check if you actually broke thru something
or to check that you still are within a wall, add another portion of the
maximum vector if you not broke thru, trace backwards again aso aso till you
reach the maximum possible.
The next wall it hits your functions will do the same and so it will travel
thru as many walls of a specific maximum thickness you want. You can ie.
alter the maximum distance based on caliber or whatever your bullet should
represent and let the maximum distance shrink each time you managed to get
thru a wall to not let it travel forever.
This way you can place hit decals on the front and the backside of the walls
using the correct flight path of the bullet/projectile, can add a little
randomness to the vector used to travel thru the wall to give it an
impression on the wall affecting the flight path a bit aso aso.
---
Norbert Bogenrieder aka Beppo - SentryStudios
Lead Programmer and Project Lead - Infiltration
[EMAIL PROTECTED] http://infiltration.sentrystudios.net
[EMAIL PROTECTED] http://www.sentrystudios.net
----- Original Message -----
From: "Michael Kramer" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, June 22, 2006 5:57 AM
Subject: Re: [hlcoders] Tracing through multiple walls
--
[ Picked text/plain from multipart/alternative ]
Well yes, but that only goes through 1 wall, I have actually gotten it to
go
through 2. Lol, But it won't go through really thick walls, which is what
I
really want it to go through. But thanks, I will try what you said Aaron.
On 6/21/06, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
You can also look at gauss charged shot in goldsrc, and adapt it to
source,
which actually ends up simplifying it.
--------------
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
> -----Original Message-----
> From: Aaron Schiff [mailto:[EMAIL PROTECTED]
> Sent: June 21, 2006 10:09 PM
> To: [email protected]
> Subject: Re: [hlcoders] Tracing through multiple walls
>
> --
> [ Picked text/plain from multipart/alternative ]
> Rather than doing it that way, you could have it use tracing to trace
from
> the original impact point out of the solid it hit and use
> fractionleftsolid
> and build an impact that way, then continue tracing to the next
> solid...you
> could also do debug 3d line draws or make sure your wall is in fact 48
> units
> thu or less in the direction that you shoot
>
> --
> ts2do
> --
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