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Special question about shooting #335749
07/30/10 13:00
07/30/10 13:00
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Joined: Dec 2008
Posts: 1,218
Germany
HI,
Well i have a special question.

Lets say i have a c_scan, that scans with a ball shape.

Now imagen it finds a suitable entity and now whants to check if its possible to shoot it.

THat means, even if a bit of the entity(if its behind a wall for example) is vissible, it should detect it as hitable.

Someone an idea how to do that WITHOUT using using lots of super massive traces?


Greets
Rackscha


Last edited by Rackscha; 07/30/10 13:01.

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Re: Special question about shooting [Re: Rackscha] #335752
07/30/10 13:13
07/30/10 13:13
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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The only thing i can imagine is doing a for loop that does a trace of every vertex to the player.
Interesting to see what other come up with though.

regards,


Formerly known as dennis_fantasy
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Re: Special question about shooting [Re: Helghast] #335755
07/30/10 13:27
07/30/10 13:27
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Joined: Dec 2008
Posts: 1,218
Germany
Well that WOULD work..but depending on the vertex num it'll eat up performance, and just displaying 200textured blocks results sometimes in FPS jigging from 60 to 59 to 60fps

(THe scanning needs to be done 2/3 times a second for up to 8 players)



GReets
Rackscha


MY Website with news of my projects:
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Re: Special question about shooting [Re: Rackscha] #335758
07/30/10 13:32
07/30/10 13:32
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
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Quad  Offline
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instead of a full vertex trace loop, you could also run aroun 10-12 loops from the side facing to the player, on the bounding box plane, it would be less accurate but should work in most cases


3333333333
Re: Special question about shooting [Re: Quad] #335759
07/30/10 13:34
07/30/10 13:34
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Joined: Dec 2008
Posts: 1,218
Germany
so you mean tracing from the scan position to the player boundingbox to see if its hit?(boundingbox is absolutely accurate enough for my purpose^^)


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Re: Special question about shooting [Re: Helghast] #335760
07/30/10 13:36
07/30/10 13:36
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
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bart_the_13th  Offline
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Joined: Aug 2008
Posts: 482
If you happened to have comm version, maybe you can use shader and rtt feature like render a view from the entity by assigning a special color to the target entity and other color to everything else then using shader read the view bmap and check if the specific color is detected
I dont know if a shader can return a value or not, though, and I dont have comm version, but I think it can be done.

Re: Special question about shooting [Re: bart_the_13th] #335764
07/30/10 13:38
07/30/10 13:38
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Joined: Dec 2008
Posts: 1,218
Germany
) Have Com
2) Cant program shadesr(yet)
3) The entitys may have different skins for different players wink


Have an idea now:

We have an entity found, so we shoot directly on it, and 3/4 times with a little angle offset to the left/right.

That should do the trick.

Just 4/5 traces put should work(or even just 3 when using a box volume trace).

Greets
Rackscha

Last edited by Rackscha; 07/30/10 13:41.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Special question about shooting [Re: Rackscha] #335768
07/30/10 13:46
07/30/10 13:46
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
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Joined: Aug 2008
Posts: 482
I've read about a view parameter that can change/override the material of any entity when viewed from specific view, but I forgot which one, so I think it doesnt matter what your entity skins is.


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