|
|||||||
| PR Community Modding : Discussion on PR community mod projects. |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#501 |
|
PR Contributor
![]() Join Date: Jun 2007
SpainLocation: Spain
Posts: 2,031
|
Re: [Coding] Balistics/zeroing [WIP]
I donīt know how you would do a tracer effect.. But as you say, if the tracer is another "mesh" "projectile" whatever, is it not possible to make one similar with 100% speed?
|
|
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires" ![]() ![]() |
|
|
|
|
#502 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
|
Re: [Coding] Balistics/zeroing [WIP]
This is why we need someone who knows their way around the editor, The tracer effect would glow on all settings and illumiate its surroundings on high settings.
I have no idea how to do any of it though. I'm still learning my way around mapping, and even there just modifying existing maps for things like films, the Basrah role play thing and clan matches. |
|
Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
|
|
|
|
|
#503 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
|
Re: [Coding] Balistics/zeroing [WIP]
jonny, we dont need a tracer effect, we can use anything, i suggest attaching a missile trail to a projectile, but in python iirc there is nothing to get info if a player has fired there gun and even if there was it would cause the server to crash with the amount of things being done as python is all server side.
Jonny i also do not think that it is the mesh that is effecting the speed, i think dice has just made a tracer shoot slower, so adding a effect wouldnt help at all, but this is just my theory and it could be wrong. |
|
|
|
|
|
|
#504 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
|
Re: [Coding] Balistics/zeroing [WIP]
ok, i was thinking would it be ok if we just made some guns shoot all tracers and other shoot nothing? would this become too unrealistic, or could people cope with this unrealistic part to add the ballistics?
on the plus side, it would make suppression alot more well.. crazy having every round from a saw a tracer just pounding on you. but things like the m16, would it be ok if every round was a tracer? |
|
|
|
|
|
|
#505 |
|
PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
|
Re: [Coding] Balistics/zeroing [WIP]
|
![]() ![]() |
|
|
| Sponsored Links | |
|
|
#506 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
|
Re: [Coding] Balistics/zeroing [WIP]
ok so all tracers or no tracers for each gun is out as a possible fix.
me and mosquill were talking and trying to find a fix, here were our 2 ideas that could fix this issue. 1) we leave it in, at 200m the m16 tracer would drop 0.2m more then a normal bullet, now a slower gun like the ak47 the tracer would drop 0.4m more at 200m. Also people in bf2 are about 1.7m tall iirc. Now i think most people playing pr would mistake this bug for a feature thinking it was implemented to make the tracers more realistic. Btw in current bf2 and pr the tracer bug is there, it is just that the bullets move at a constant speed from the muzzle of the gun and have like half of the normal gravity. 2) we make a random tracer effect attach it to the bullet at use it, this would be easy to do, but im not sure how tracers would come out, if they would be like every 3 rounds or if it would be like 5 tracers, 3 normal, 2 tracers, 10 normal, 11 tracers, ect. |
|
|
|
|
|
|
#507 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
|
Re: [Coding] Balistics/zeroing [WIP]
I prefer the random tracer via new effect method. I am not a fan of the tracers being zeroed at about 1/2 the distance they should be in most rifles.
The randomness could also be understandable, and is not as bad as the alternatives IMO. However we have been missing this effect for several weeks now..... |
|
Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
|
|
|
|
|
#508 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
|
Re: [Coding] Balistics/zeroing [WIP]
ok so random tracers it is, are we be going to do damage drop off, this would really make the g3 have some advantages over the m16 at long range.
|
|
|
|
|
|
|
#509 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,679
|
Re: [Coding] Balistics/zeroing [WIP]
I think that whole system is seperate, so I will be posting about that in the DEV forums once the ballistics are in.
|
|
Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
|
|
|
|
|
#510 | |
|
PR Beta Testing Team Member
![]() Join Date: May 2006
Vatican City StateLocation: Due east, 1 klick
Posts: 887
|
Re: [Coding] Balistics/zeroing [WIP]
Quote:
Anywho, if the game is not to scale, then you may have to adjust the mass, gravity and speed of a given projectile to achieve a "realistic" perception. Just simply plugging in real world valves won't work if the environment in game does not match reality exactly. You'll just end up with unrealistic results. An example would be something like this. If the in game meter is longer than a real world meter, and you used the real world speed data of 943 meters per second for a certain rifle, then the speed of the rifle/round WON'T be realistic, because it would be going slower than it's real world copy. Thus it would be unrealistic in appearance and feel/perception to someone that has seen and done it in real life. Anyways! Have you tried to modify the velocity, or the gravity settings for the TRACER ONLY to resolve this issue? How about trying to reduce the projectiles weight to get the desired accuracy? Or a combo of the 3, being speed, gravity, and mass to achieve the desired affect. The tracer doesn't have to be exactly the same accuracy as ball ammo, because it isn't in real life. Remember that the TRACER bullet loses weight as it travels down range, thus making it's use for pin point accuracy out of the question. It gets lighter and lighter as it travels down range because the "tracer compound" is burning off as it travels. Most small arms tracers burn out after a short time anyway. Usually somewhere around 800 meters or so. Just so long as it is close will do. Also I was told that this issue with the tracers only happens after a distance of 250 meters or more. Is that true? Just tossing something more into the mix R | |
![]() That which does not kill us, we shall drink more of. |
||
|
| Sponsored Links | |
![]() |
| Bookmarks |
| Tags |
| balistics or zeroing, boombastic ballistics, coding, confusing df, confusion pandomoneum, jonny going mad, rico being confusing, wip |
| Thread Tools | |
| Display Modes | |
|
|