Author Topic: Im gonna test the ballistic stuff  (Read 5419 times)

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Offline Nuke

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Im gonna test the ballistic stuff
one of three projects i wish to do this weekend, other than drinking too much, and setting up a domain server in my bedroom, will be to test the ballistics code from a modders perspective. now im not sure how far the effect goes, but i will try a few things. i will be on tomorrow so if there is anything you want me to test, then let me know. i have a gatling wielding ulysses fighter ive been dying to test.
« Last Edit: January 09, 2003, 08:50:05 pm by 766 »
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Offline Goober5000

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Im gonna test the ballistic stuff
Cool.  Thanks!  AFAIK it should be implemented and 100% working all-around, except in multiplayer (only single-player is supported).  Especially test red-alerting... I want to make sure I implemented it correctly. :)

 

Offline Nuke

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Im gonna test the ballistic stuff
do they have diflection angles and alternating gunpoints yet?
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Offline Goober5000

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Im gonna test the ballistic stuff
:wtf:

They work exactly the same as regular lasers, except they have ammunition.  They don't bounce off ships or anything.

 

Offline Nuke

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Im gonna test the ballistic stuff
its a start. though id like to the deflections, the alternating gunpoints and gatling physics (accel/decel of fire rate). if you coders really have some time, id like to see submodel sync with the gunfire. possibly different barrel models for different guns.

will they work with energy weapons, or do all primaries have to be one or the other?
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Offline Goober5000

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Im gonna test the ballistic stuff
eh, point-blank ( :ha: ) you're probably not going to see anything like that any time soon.  That's a little complicated.  (Except for the alternating gunpoints - that can be done with a little POF editing.)

But yes, you can use lasers and ballistics at the same time.

  

Offline Nuke

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Im gonna test the ballistic stuff
just keep the ideas on the board for later review, they have promise. how can you do that pof tweak thing, that would be cool.
« Last Edit: January 09, 2003, 09:29:11 pm by 766 »
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Offline Goober5000

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Im gonna test the ballistic stuff
just adjust the order of the firing points: the order of their listing in the POF determines the order in which they fire

 

Offline Nuke

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Im gonna test the ballistic stuff
is this in the code yet?
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Offline Goober5000

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Im gonna test the ballistic stuff
the ballistic thing?

sure, it's in 3.4

if you mean the order of the POF things, you'll need a POF editor...such as ModelView

 

Offline Nico

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Im gonna test the ballistic stuff
Quote
Originally posted by Goober5000
eh, point-blank ( :ha: ) you're probably not going to see anything like that any time soon.  That's a little complicated.  (Except for the alternating gunpoints - that can be done with a little POF editing.)

But yes, you can use lasers and ballistics at the same time.


nah, that's not so difficult ( well, as a modder point of view, not coder I mean ), just make the gatling bullet spawn another ullet on impact, you'll have bouncing that way. That's how I made the descent2 bouncing weapon: main laser spawned another laser wich spwaned another laser which spawned another laser: 3 bounces :). but don't expect anything accurtae, it's for the look more than anything else.
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Offline ZylonBane

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Im gonna test the ballistic stuff

ALL primaries in Freespace are and always have been ballistic. :rolleyes:
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Offline Inquisitor

Im gonna test the ballistic stuff
Jesus, not this again.

Yes, very pedantic.
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Offline Nuke

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Im gonna test the ballistic stuff
space kinda makes bouncing weapons pointless. if shots hit something, its usually something you want to blow up, there is not much else to use to set up a bankshot.

now id like to see a flag similar to spawn, except that it spawns things that travel twards the same vector (give or take a degree or two, for a slight scater effect) of the weapon doing the spawning, instead of going in every which direction at random. this could be used with a proximity detonation flag to create missiles that have shrapnel or for fighter flak. you would actually also have a way to have shotguns and weapons with deflection angles with this as well, make a weapon with the life of 0, meaning it would detonate as soon as it leaves the gunpoint and scater out, the children being the actual effect that you see.

im an experienced modder, so i know how to order gunpoints. but is there a flag yet thet will make the wepons alternte gunpoints? id like to see a points per shot option so i can set the number that will fire at one time. for example the first shot fires from points 1 and 2 and the second from 3 and 4. not sure if this fits here but it wouls also be cool for a beam time, similar to 3 that will alternate gunpoints for a cooler effect on turrets with more than one firepoint. it would need a delay factor so that one beam could fire while the other was already half way done, for that b5 effect.

im thinking you can branch new flags off of old ones, and have the code deviate to an alternate function that is simmilar to not not identical to old stuff. thats what i did in quake to initially implement functions i created. i put if statements at the beginning of old weapons that checked an impulse (essentially a binary flag that you could bind to a keystroke through a cfg file) if it was true it would return the function and run mine instead. it held me off untill i figured out how to redo the weapon usage code. id try it myself if i had the time.

i played with it a little last night and it worked, though there were several bugs. id like to give the coders as much info about the crashes as i can, but im not sure what they need. im not very familiar in debugging practices, a bruief explanation would be usefull.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

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Offline ZylonBane

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Im gonna test the ballistic stuff
Quote
Originally posted by Inquisitor
Jesus, not this again.

Yes, very pedantic.
Actually knowing what words mean can be a curse sometimes. 'Tis my cross to bear. :(
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Offline Shrike

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Im gonna test the ballistic stuff
Quote
Originally posted by ZylonBane

ALL primaries in Freespace are and always have been ballistic. :rolleyes:
Except the Targeting Beam!  ;7
WE ARE HARD LIGHT PRODUCTIONS. YOU WILL LOWER YOUR FIREWALLS AND SURRENDER YOUR KEYBOARDS. WE WILL ADD YOUR INTELLECTUAL AND VERNACULAR DISTINCTIVENESS TO OUR OWN. YOUR FORUMS WILL ADAPT TO SERVICE US. RESISTANCE IS FUTILE.

 

Offline ZylonBane

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Im gonna test the ballistic stuff
Since beams are composed of a stream of unguided, unpowered photons (or whatever), then technically beams are ballistic too. :thepimp:
« Last Edit: January 10, 2003, 02:21:23 pm by 264 »
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Offline Inquisitor

Im gonna test the ballistic stuff
You'll have a hard time convincing me that that is NOT an overapplication of the term.

Anyway, so, we're testing ammunition based weapons this weekend? Cool, let us know how it turns out and be sure to use bugzilla!

:)
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Offline Goober5000

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Im gonna test the ballistic stuff
Quote
Originally posted by Inquisitor
You'll have a hard time convincing me that that is NOT an overapplication of the term.


Me too. :lol: Are flashlights ballistic? ;)

 

Offline ZylonBane

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Im gonna test the ballistic stuff
They are if it knocks a hole in the wall when you turn them on. :D
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