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me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
16 July 2004 21:13 (UK time)
Hey James, Could you increase the "projectileMoveStep=10" to "projectileMoveStep=20"? Then you would have more control over projectile speeds, and rpgs or whatever would be faster. You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
17 July 2004 22:55 (UK time)
Even though its currenlty specified globally in "base\game.ini" I plan to make this variable for each projectile. Edited: 17 July 2004 22:56 You need to login to create posts in this thread. |
Flammable Maniac
![]() Joined: 30 June 2004 Posts: 209 |
26 July 2004 14:00 (UK time)
haha! James made a typo! ![]() You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
27 July 2004 02:41 (UK time)
LOL! Not so smart now huh James!?! Lol im sorry im just kiddin around the way Flammable maniac said it, I just couldn't resist
Edited: 09 August 2004 03:40 You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
31 July 2004 23:59 (UK time)
That sounds cool, but 1 problem. If a rocket has a step of 30 it will pass over a solid wall that is 25 wide. You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
01 August 2004 21:30 (UK time)
The short answer is yes but it depends on the rocket's rotation. There are no plans for a seperate line of sight scan, basically its a performace trade off. In M1 this worked well as all walls were at least 16 thick, the recommended move step in M2 will be far less but walls may need a minimum thickness to work properly. You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
05 August 2004 02:19 (UK time)
Thats a cooooool Idea. wall piercing shells. You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
06 August 2004 21:05 (UK time)
Yes but remember that you will need to consider the following: 1) Where you fire it from (your coords may not divide into the wall start if you see what I mean). 2) If a projectile is rotated diagonally it will be bigger (it uses bounding box collision detection). 3) The size of the projectile genrally. If a long laser projectile (say 50 pixels) moves 10 pixels at a time it will never pass through anything. James. You need to login to create posts in this thread. |
Agent Nightfire
![]() Joined: 21 August 2004 Posts: 223 |
21 August 2004 22:30 (UK time)
James, It is ok if you make typos beecauze 9 alvays dooo!1! You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
22 August 2004 07:47 (UK time)
Lol
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me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
24 August 2004 22:22 (UK time)
W3ll Y4, 1f every1 typ3d correctly, th3n w3 would b3 n b3tt3r th4n m4cinhinesi!i! btw, james, did you increase the step yet? does anyone like my new gif pic? You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
26 August 2004 04:05 (UK time)
yah the pic rules! (I dunno how to make animated GIF's so thats mostly why)
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James Bunting
Posts: 1308 |
26 August 2004 23:16 (UK time)
Well send me the frames and I will "gif" them together. You need to login to create posts in this thread. |
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