Yes I understand that but some weapons travel faster some slower.
Which is what I kind of meant...

I should of asked more specifically where would this be accomplished at?


r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "James Freedman" <[EMAIL PROTECTED]> To: <hlcoders@list.valvesoftware.com> Sent: Thursday, February 03, 2005 5:47 PM Subject: Re: [hlcoders] Weapon ballastics


Well, you could make it go any speed you like if you're coding it, but
real bullets travel at something like that speed.

r00t 3:16 wrote:

I was looking at where the tracelines happen.

A bullet will travel 1000 inches in 30msecs ? Is that correct?
Is it possible to slow this down or speed this up?


r00t 3:16 CQC Gaming www.cqc-gaming.com ----- Original Message ----- From: "Andre Bandarra" <[EMAIL PROTECTED]> To: <hlcoders@list.valvesoftware.com> Sent: Thursday, February 03, 2005 8:28 AM Subject: Re: [hlcoders] Weapon ballastics


Ok. I think i got the idea..
".Since a tick is no larger than 30msec,
a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a
single tick while it will move forward somewhere near 1000 inches"

Sorry if i am saying bullshit since i haven't done this kind of thing
on HL2... YET!
So, if the bullet didnt hit anything in this tick on these 1000
inches, you could save the bullet data and recalculate the trace on
the next tick. (maybe starting from where the last tick left off or
maybe starting from where the last one started and calculating it for
2000 inches) and so on until it hits something or exceeds an maximum
distance travelled.
Am i right?



On Wed, 2 Feb 2005 17:17:49 -0800, Jay Stelly <[EMAIL PROTECTED]>
wrote:

There are three issues here:
1) Collision representation for the bullet
        In HL2, they are point sized.  You can also make them out of
boxes or fully general vcollides.
2) Velocity of the bullet
        In HL2 the velocity is infinite - they travel instantaneously
until they hit something (simulated with a single traceline).  If you
want to simulate gravity you'll need some notion of finite speed for
the
bullet.
3) How to approximate the parabolic motion of the bullet in flight
        In HL2 there is no parabolic motion, so it's not a problem.
But
you really have two options here: Use vphysics, or use multiple
tracelines/boxes with subdivision.  What I propsed earlier was just
using one traceline per tick which means that the bullet's curve is
approximately a line each tick.  Since a tick is no larger than 30msec,
a bullet will only fall sv_gravity * 0.03 (18 inches for HL2) in a
single tick while it will move forward somewhere near 1000 inches
(obviously depending on velocity) in the same tick.  So there's not
tons
of error there, but if you need more precision just subdivide dt and
iterate.  If you use vphysics it will do it's own approximation for the
motion which you cannot configure.

Jay

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Hasan Aljudy
> Sent: Wednesday, February 02, 2005 5:03 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Weapon ballastics
>
> but bullets in HL2 and HL1 already are tracelines .. like
> everyone have been saying, they are instantaneous, and if you
> think that's bad, then this is why people want to make it
> more bullet-like.
>
> r00t:
> "Husan, I was thinking about doing this actually.
> Not sure of the performace hit doing a traceline everyframe
> on a bullet but something to test out"
>
> well, bullets are already tracelines, and I think the engine
> does tons of traces every frame (I would guess every moving
> object uses traceboxes for collision detection) etc.
>
> On Wed, 02 Feb 2005 18:27:14 -0600, Adam Mason
> <[EMAIL PROTECTED]> wrote:
> > > Iwas thinking .. why don't you just pre-calculate the
> spot where the
> > > bullet will land if it were to fall acording to gravity ..
> > > do a traceline and see how far your target is, then
> figure out how
> > > much it would fall ... etc, you get the idea.
> >
> > BUT... if the bullet is traveling slow and far enough you'd have to
> > lead a moving target, then your traceline will not actually
> be to the target.
> >
> > Adam "Tobias" Mason
> > Back East Design
> >
> > _______________________________________________
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> >
> >
>
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>

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