You are not logged in.    Login    New User    Forum Home    Search

Location:
JBPLAY  \  Meteor 2  \  Error Reporting  \  Rockets are to slow

Back to Threads

Viewing Thread: Rockets are to slow

 

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
Joined: 17 September 2003
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! :D

You need to login to create posts in this thread.

40oz
 Official Sponsor

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
*Papercut
Pro-Murder.
Legalize Crime.


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
Joined: 17 September 2003
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
Joined: 17 September 2003
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
 Official Sponsor

Joined: 03 January 2004
Posts: 1799
22 August 2004 07:47 (UK time)

Lol
*Papercut
Pro-Murder.
Legalize Crime.


You need to login to create posts in this thread.

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
 Official Sponsor

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)
*Papercut
Pro-Murder.
Legalize Crime.


You need to login to create posts in this thread.

James Bunting
Joined: 17 September 2003
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.



Forums system (C) 1999-2023 by James Bunting.

Terms of Use