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Actuall bullets in the air
https://www.runestorm.com/forums/viewtopic.php?f=71&t=54849
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Author:  headhunter [ Thu Apr 03, 2008 6:16 pm ]
Post subject:  Actuall bullets in the air

I was bored one day and decide to open the system console and type slomo. It was weird, I saw tracers in the air, and the bullet holes actually appear a few moments after you fire. I thought I could now dodge bullets, but when I challenged a bot matrix style he kept hitting me even though his 59 tracers didn't touch me. I then realize there are no bullets in the air. The shots hit them the moment you pull the trigger. The bullets should be a little bit faster than the skrith projectiles.

In short the tracers should be the ones that touches people and damage them.

Author:  Bjossi [ Thu Apr 03, 2008 6:25 pm ]
Post subject:  Actuall bullets in the air

That is impossible. The hitscan bullets don't have a velocity, so a tracer would either need to be rendered invisible or so fast that we can't see it.

If you mean making actual bullet projectiles; it has been attempted before but wasn't too successful in online play.

DC, the BW programmer, can shed more light on this than me.

Author:  Kaboodles [ Thu Apr 03, 2008 6:38 pm ]
Post subject:  Actuall bullets in the air

The way it works for bullet-firing guns that the gun essentially just looks at the direction it's pointed at and does damage to whatever may be there. It doesn't shoot out an actual projectile like a rocket launcher or plasma gun does.

I think the problem a very fast projectile would pose in online play is that the bullet could be spawned, fly its course, impact something, and be destroyed on the server before the client (the player) even realizes it ever existed, due to lag between the two.

EDIT: Also, most of these weapons shouldn't really use tracers anyway. You only really use them in machine guns, not a sniper rifle or short-range pistol. They're only there because they look cool.

Author:  Tyster [ Thu Apr 03, 2008 8:04 pm ]
Post subject:  Actuall bullets in the air

The discrepency that is observed here is visual effect vs. game mechanics. This is similar to the UT2004 spaceship lasers, which are instant hits, but animate a plasma ball moving through space. This led me to think I should lead my moving targets (shoot in front of them) when I should simply aim staight at a target. In the case of these BW bullets, what you actually see is a sprite that is stretched from the tip of the gun barrel to wherever it hits. If my understanding is correct, the sprite is an animation of an orange streak moving along the length of the sprite, so it looks like this orange streak is moving form your gun barrel to the target.

You can see this more clearly with the UT2004 Ion Cannon. Spawn into AS-RobotFactory with no bots on the defending team. Hop into the ion cannon and fire off a couple rounds at nearby targets and far away targets (maybe after entering into the console: "slomo .25"). You will notice that if you aim for a very distant target, it takes about a half second for the purple plast to hit the target. If you aim at a nearby target, the purple shot still takes a half second to hit the target. No matter how far the target is from your ion cannon, the shot animation takes the same time. That is because it is simply a sprite that is stretched as much as needed to span the distance to the target from your ion cannon.

I recall having observed this effect with the Skrith Sidearm, too. With your secondary fire, you shoot an instant hit laser, which is a purple beam with some random dots in that beam. When I shot nearby targets, these dots were very close together and when I shot far away targets, these dots were very far apart. Either way, it seemed that there were the same number of dots; they were just spaced differently accoring to the distance of the shot. I don't recall if this was before or after BW 2.0.

Author:  headhunter [ Thu Apr 03, 2008 8:45 pm ]
Post subject:  Actuall bullets in the air

is the ut2004 sniper rifle instant hit? I heard people say it is harder to kill people with the current sniper rifle

Author:  Kaboodles [ Thu Apr 03, 2008 9:04 pm ]
Post subject:  Actuall bullets in the air

Yes. So are the UT2004 Minigun, Assault Rifle, Shock Rifle, and Lightning gun.

The R78 is only hard to kill with due to the chaos and recoil, and the fact that the scope is sometimes not aligned with where the gun is actually pointing.

Author:  SHAD0Wdump [ Thu Apr 03, 2008 9:21 pm ]
Post subject:  Actuall bullets in the air

here is a example of how weird this effect can be(why I don't like it),grab a instant hit weapon with a very visible tracer/sprite,I recommend the Parasite from WoE(Weapons of Evil) this gun seems to show the effect the most.

Fire a shot and immediately activate playersonly(cheat) you'll notice that if you move the tracer/sprite doesn't actually originate from the barrel.

If you're having trouble activating the cheat on time,bind it to a key.

Author:  Captain Xavious [ Thu Apr 03, 2008 10:09 pm ]
Post subject:  Actuall bullets in the air

You know, I've been playing around with bullet time and BW, and contrary to what some of you might've observed, the tracer actually matched up closely to the bullet impacts. The shots aren't truly instant hit, there is some delay after firing the gun and the bullet impact. Perhaps its just my computer being laggy, but I have witnessed this every time I tried it out, and each time the tracer matched up almost perfectly with when the bullet hit. Usually the impact occurred when the tracer was just a little distance from the wall, but it was consistent in when the impact occurred vs. the distance the tracer was from the wall.

Varying distances from the wall lead to varying delay between impact and firing.

Maybe this is simply a very elaborate set of coincidences on my part, but I'll be damned if it didn't seem like there was definitely a delay to allow for the bullet to travel.

I think there have been other people who witnessed this too.

In my tests, I was only shooting at walls and perhaps a vehicle, so this may have something to do with it.

If trying to dodge bullets, I'd recommend dodging before the tracer comes near you, as from what I can tell, the tracer is displayed shortly behind where the bullet would be, making the bullet seem farther away than it really is.

Author:  Bjossi [ Fri Apr 04, 2008 7:15 am ]
Post subject:  Actuall bullets in the air

If there is a delay, then it is time related, not velocity.
Like a player stands in the way of a hitscan detector, perhaps there is an equation that increases delay of damage according to the distance between the origin of the hitscan and the victim.

This would certainly be a comfier and more optimized method than making real time bullets that react to gravity and have a set velocity that decays over time.

Author:  Captain Xavious [ Fri Apr 04, 2008 9:59 am ]
Post subject:  Actuall bullets in the air

Yeah, that's what I'm thinking is happening. Distance is calculated first, and the impact occurs at a time according to when it should hit. The tracers still do match up pretty closely to where the bullet would be though, which is pretty impressive.

Author:  headhunter [ Fri Apr 04, 2008 10:37 am ]
Post subject:  Actuall bullets in the air

It is just weird that if you snipe someone from 2 miles away, the moment the rifle goes bam my screen it says headshot!!

Author:  Bjossi [ Fri Apr 04, 2008 10:36 pm ]
Post subject:  Actuall bullets in the air

It fires a projectile in sniper mode, not hitscan like the sniper rifle.

Author:  headhunter [ Fri Apr 04, 2008 11:22 pm ]
Post subject:  Actuall bullets in the air

maybe I shouldn't mention the viper, I was mainly talking about the railgun, r78, srs900

Author:  Bjossi [ Sat Apr 05, 2008 11:58 am ]
Post subject:  Actuall bullets in the air

And you shouldn't remove the viper part from your post either, it makes my post lose it's context.

Now, the guns you mentioned are all hitscan ones just like the default sniper rifle.

Author:  headhunter [ Sat Apr 05, 2008 12:21 pm ]
Post subject:  Actuall bullets in the air

I wonder what is it like to snipe someone a mile away with a Barrett .50 sniper rifle

Author:  SHAD0Wdump [ Sat Apr 05, 2008 1:29 pm ]
Post subject:  Actuall bullets in the air

If your new,your shoulder hurts,alot.

Author:  headhunter [ Sat Apr 05, 2008 3:50 pm ]
Post subject:  Actuall bullets in the air

Try shooting it with the stock an inch away from your shoulder (just kidding, DON'T do it)

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