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| PR Community Modding : Discussion on PR community mod projects. |
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#41 | |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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Are you sure? That doesn't sound right.
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#42 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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hey guys i have been thinking about how we should test drag, so this is what i have been thinking what if we uesd python to get the position of a bullet at a set distance. we could use
physicalObject.getPosition() physicalObject.getRotation() to get the postion after set amount of time then wait about 0.03 sec and get the position once more. it would tell us the speed of the projectile at any distance we want. now i have very very little python knowledge so this could never work but just a idea. it could also tell us the distance a projectile has traveled in a set amount of time. |
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#43 |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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Yeah that would be great. Wish I knew how to code in python.
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#44 |
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PR Developer
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Keep it up guys
Oh, and just to toss this in after the fact, I realized that Bullet Drop in the suggestions thread is NOT colored Red to mean hardcoded. Haha, like I said, this is looking/sounding AWESOME! Keep up the amazing number crunching work! |
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#45 | |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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Also: GL sights and Head bobbing are red. And those are not even close to hardcoded | |
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#46 | |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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That being said, you shouldn't worry. A bastardised solution has discovered and implemented on a very small scale (on my local server). | |
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#47 |
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PR Coder Team
![]() Join Date: Aug 2007
UkrainePosts: 606
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Oh, you mean fully functional sights. Well of course it's hardcoded. But ASS thread says "Assault Greande Launcher (GL) Sights", nothing about changing GL's zeroing range. And right now, in PR, we only have a silly corsshair left from vanilla. Why can't we have a normal GL sights set at 100m for example?
And what about Head bobbing? Or is "Head Bouncing/bobbing/shake/wobble/wobbling" in ASS also means something different? |
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#48 | |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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I think it must mean sight sway. In BF2142 it is just a matter of putting a few lines of code in to do. Not the case in BF2. That being said, FH2 has sway with the sniper rifles which I believe is done with animations. IIRC, FH2 has some head-bobbing effects too. | |
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#49 | |
![]() Join Date: May 2006
Location: Cologne, Germany
Posts: 128
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#50 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
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GL sights are NOT hardcoded, we can use a series of animations to go through the possible angles.
Drag is NOT an issue, zangoo, it has been tested and demonstrated already. It ABSOLUTELY MUST BE INCLUDED when zeroing the rifles, Mosquill. ALL of my values have been calculated for it and will not work without it. I could not get the drag value to change anything during initial testing, the only way to change it was by changing mass. It is also pointless re writing the model to include it as it is NEVER found on its own, it is always divided by the mass. Drag is to be included. Period. Different BC would be difficult to add, but possible if you have a better model or the values for each and every bullet used in PR. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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| balistics or zeroing, boombastic ballistics, coding, confusing df, confusion pandomoneum, jonny going mad, rico being confusing, wip |
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