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bullets should not collide #127894
05/03/07 22:10
05/03/07 22:10
Joined: Jul 2004
Posts: 52
Vienna
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Hawk Offline OP
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Hawk  Offline OP
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Vienna
I used the search function but didn't find the answer..
I don't know how to avoid that the bullets don't collide in the air. I fire them out of a shotgun and because of the scatter they often hit each other. They move via c_move, but i can't ignore models because then they wouldn't hit the enemies. I tried to use ignore_push, but all bullets share the same action and so they all have the same push value. The consequence of this is that they still hit each other, because the ignore_push mode ignores only lower push values. A solution would be to set the bullets passable for the first quants, but what if the enemy is allready close to the player? He would miss him all the time. That's why I don't want to use that.

Do you have any ideas?


Commcercial A6.60
Re: bullets should not collide [Re: Hawk] #127895
05/03/07 22:46
05/03/07 22:46
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline
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0x00000USA
Are the bullets going in random directions, or are they gradually moving away from each other?

it would be better if they moved away from each other, because then you wouldn't have that problem.


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: bullets should not collide [Re: MrCode] #127896
05/03/07 22:55
05/03/07 22:55
Joined: Jul 2004
Posts: 52
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Hawk Offline OP
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the bullets get all the same target and move there with some random coordinates.
how can i make them to move away from each other?


Commcercial A6.60
Re: bullets should not collide [Re: Hawk] #127897
05/03/07 23:04
05/03/07 23:04
Joined: Oct 2005
Posts: 196
ambe Offline
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well, I suspect they whould get stuck either way seeing as they start out small and then spread out..


- code monkey
Re: bullets should not collide [Re: ambe] #127898
05/03/07 23:16
05/03/07 23:16
Joined: Jul 2004
Posts: 52
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Hawk Offline OP
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hm you're right ambe, cuz if they hit each other it's always immediately in front of the player


Commcercial A6.60
Re: bullets should not collide [Re: Hawk] #127899
05/04/07 11:31
05/04/07 11:31
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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Poor village - Poland ;)
Maybe try to use if(you != bullet){stop;} else{keep going;} in bullet trace/move action?
Or make bullet passable because it still be able to collision detection even with passable =on;

Last edited by tompo; 05/04/07 11:34.

Never say never.
Re: bullets should not collide [Re: tompo] #127900
05/04/07 12:46
05/04/07 12:46
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Scorpion Offline
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Scorpion  Offline
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just use push and move with the option ignore_push

Re: bullets should not collide [Re: Scorpion] #127901
05/04/07 13:26
05/04/07 13:26
Joined: Oct 2005
Posts: 196
ambe Offline
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ambe  Offline
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well, he saied he tryed that already ...


- code monkey
Re: bullets should not collide [Re: ambe] #127902
05/04/07 14:03
05/04/07 14:03
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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sorry thought c_moves ignore push worked diffrent...so i would see the only way in setting them , if they collide to passable and after a frame again non passable, but maybe thell then go jsut slowly through eachother..don' know

Re: bullets should not collide [Re: Scorpion] #127903
05/04/07 15:53
05/04/07 15:53
Joined: Mar 2007
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Metal_Man Offline
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Wouldn't it be more efficient to c_trace the shot instead of using a moving bullet model?

With a shotgun you could use c_scan and then c_trace to see if anything is in the way.


I can be contacted at clydeshaffer@gmail.com
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