With the introduction of the physics engine in HL2, I'm curious if there is
someway to have gravity affect physics? In HL2 SP, I noticed it really
doesn't. How? Well, you could pull out a pistol and still snipe with it...
there is no gravity play on it (no arc). But, then again, tossing other
o
HoundDawg wrote:
With the introduction of the physics engine in HL2, I'm curious if there is
someway to have gravity affect physics? In HL2 SP, I noticed it really
doesn't. How? Well, you could pull out a pistol and still snipe with it...
there is no gravity play on it (no arc). But, then again
Thanks botman, the answers all make sense.
- HoundDawg
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ahead of a running player etc.
Is the source engine able to do this?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To:
Sent: Monday, January 03, 2005 12:40 PM
Subject: Re: [hlcoders] Objects, Phys
r00t 3:16 wrote:
But suppose you wanted it so players who shoot weapons had to
compensate for distance, aiming a little ahead of a running player
etc.
Is the source engine able to do this?
I think it probably depends on how fast you want the bullets to move
through the air.
If you make bullets a tr
Thanks botman I will probably get this book :P
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To:
Sent: Monday, January 03, 2005 3:04 PM
Subject: Re: [hlcoders] Objects, Physics, and Gravity Conc
ly get this book :P
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
> - Original Message -
> From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
> To:
> Sent: Monday, January 03, 2005 3:04 PM
> Subject: Re: [hlcoders] Objects,
EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Daniel Menard
> Sent: Monday, January 03, 2005 8:17 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Objects, Physics, and Gravity Concepts
>
> Not that I'm personally facing this problem, but wouldnt yo
ave a affect on it?
r00t 3:16
CQC Gaming
www.cqc-gaming.com
- Original Message -
From: "HoundDawg" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, January 04, 2005 7:11 PM
Subject: RE: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts
1) That would be to easy. The aim of this w
Hallo Jeffrey,
Du schriebst:
> r00t 3:16 wrote:
>>
>> But suppose you wanted it so players who shoot weapons had to
>> compensate for distance, aiming a little ahead of a running player
>> etc.
>>
>> Is the source engine able to do this?
> [...]
> The real issue is that things that move VERY fast
Hallo Gregg,
Du schriebst:
> Instead of calculating the trajectory of the bullet, why not just change the
> position of the cross hair? For a longer distance shot, you could raise the
> cross hair a bit. Seems like a less costly calculation.
1) That would be to easy. The aim of this whole thing
Depends on your firearm. a pistol bullet can travel anywhere from less
than 1000 feet per second (subsonic 9mm pistol rounds) to 2750 FPS
(5.56 nato rifle rounds) or more. a granularity of 1 calculation every
50 meters is, at roughly mach 1, 7 caluclations a second. Well within
server tick rates.
I think HL1 had a trace arch function might try searching for that.
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PROTECTED] On Behalf Of Tau Cannon
Sent: Tuesday, January 04, 2005 5:06 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts
I think HL1 had a trace arch function might try searching for that.
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To
> 1) That would be to easy. The aim of this whole thing is to make it
> harder for the player to hit a target over a large distance.
It's really more of a reality issue. HL1 and now HL2, the pistol wins, even
when taking out targets far off in the distance. I mean, really far. Or,
take a simple
Oops, just saw Jay Stelly suggested the gravity thing too. Great minds
think alike ;)
On Wed, 5 Jan 2005 12:05:09 +1000, Luke Graham <[EMAIL PROTECTED]> wrote:
> Taking the idea of multiple trace lines to their extreme conclusion...
>
> Different weapons could give lines of different length, thus
Taking the idea of multiple trace lines to their extreme conclusion...
Different weapons could give lines of different length, thus stopping
pistol-sniping, because the slower bullet would drop to the ground
before it could reach the distant target.
Treating the lines not as a fixed length -durin
: "HoundDawg" <[EMAIL PROTECTED]>
To:
Sent: Tuesday, January 04, 2005 7:11 PM
Subject: RE: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts
1) That would be to easy. The aim of this whole thing is to make it
harder for the player to hit a target over a large distance.
It
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