CoD2: firing through walls
Moderator: Core Staff
CoD2: firing through walls
Hey guys
Q: Is it possible to make some kinda script to fire through walls?
A: Sure is. Check vid
Vid (click me!)
Well, thats all for today.
Teasers FTW
Q: Is it possible to make some kinda script to fire through walls?
A: Sure is. Check vid
Vid (click me!)
Well, thats all for today.
Teasers FTW
-
- Core Staff
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- Location: Cramped in a small cubicle/making another jump map
Re: CoD2: firing through walls
You are insane in an awesome way sir.
Drofder2004: Drofder's rules for reviewing a map
[...]
#5 If your name is Rezil, minimum 5/5.
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<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
[...]
#5 If your name is Rezil, minimum 5/5.
---
<LT>YosemiteSam[NL]:
I heard somewhere that the best way to start is juggling 2 balls with one hand, so you will get a feel for it.
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Re: CoD2: firing through walls
Very nciely done.
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Re: CoD2: firing through walls
More teaser stuff:
MORE TEASERS!!!!!!
MORE TEASERS!!!!!!
Re: CoD2: firing through walls
Update:
Firing through multiple walls works now.
Todo:
balance damage and maxwall distances
do some bulletspread
Firing through multiple walls works now.
Todo:
balance damage and maxwall distances
do some bulletspread
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Re: CoD2: firing through walls
well done - keep up the work
THAT HANDS WERE NOT TRACED!
visit my blog: Link
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Re: CoD2: firing through walls
agreedwaywaaaard wrote:well done - keep up the work
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Re: CoD2: firing through walls
IzNoGoD wrote:Update:
Firing through multiple walls works now.
Todo:
balance damage and maxwall distances
do some bulletspread
All done.
1. Wrote my own bulletspread function
2. gave a maxdistance (if you fired a shotgun towards a wall that was really far away, there still were bulletholes there. Now there arent.
Re: CoD2: firing through walls
The lite script is released
http://pastebin.com/ZcynD5pr
For educational purposes only
Or use in a mod with credits to me in menu and in readme file.
Lite version does not support:
Mg42s
Shotguns
Multiple walls
Bulletspread
Those features are only available in the private version, which is not released.
http://pastebin.com/ZcynD5pr
For educational purposes only
Or use in a mod with credits to me in menu and in readme file.
Lite version does not support:
Mg42s
Shotguns
Multiple walls
Bulletspread
Those features are only available in the private version, which is not released.
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- Core Staff
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- Joined: April 13th, 2005, 8:22 pm
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Re: CoD2: firing through walls
Very, very nice code. If only you had done this during CoD2's prime, this would've been a feature of many top mods, no doubt.
In my honest opinion, no matter how nice this code is to release, I would personally keep it private. That way, you can verify that this code is your own doing and it can be used as part of a portfolio/cv.
My only criticisms would be that it is a little messy in formatting, but that may just be pastebin.
And secondly, I would also add a lot of commentary, explaining each stage and function as the code advances.
Well done
In my honest opinion, no matter how nice this code is to release, I would personally keep it private. That way, you can verify that this code is your own doing and it can be used as part of a portfolio/cv.
My only criticisms would be that it is a little messy in formatting, but that may just be pastebin.
And secondly, I would also add a lot of commentary, explaining each stage and function as the code advances.
Well done
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Re: CoD2: firing through walls
Part of the release not having comments is security through obscurity.
About portfolios: Im not in the coding business, so its not much of a concern.
Also, i almost have the pro version done, which adds all those features i listed that were not gonna be released.
About portfolios: Im not in the coding business, so its not much of a concern.
Also, i almost have the pro version done, which adds all those features i listed that were not gonna be released.
Re: CoD2: firing through walls
IzNoGoD, very good mod and perfect work;
The only thing that would be desirable add procedure to analysis of textures which could to be raked through
something like from extreme landmine installing:
allowedSurface(plantPos)
{
startOrigin = plantPos + (0, 0, 100);
endOrigin = plantPos + (0, 0, -2048);
trace = bulletTrace(startOrigin, endOrigin, true, undefined);
if(trace["fraction"] < 1.0) surface = trace["surfacetype"];
else surface = "dirt";
switch(surface)
{
case "beach":
case "dirt":
case "grass":
case "ice":
case "mud":
case "sand":
case "snow": return true;
}
return false;
}
In your case such objects as concrete and iron shouldn't make the way. And such as the haystack or a wooden crates on width exceeding parameters don't make the way.
Sorry for my bad english
The only thing that would be desirable add procedure to analysis of textures which could to be raked through
something like from extreme landmine installing:
allowedSurface(plantPos)
{
startOrigin = plantPos + (0, 0, 100);
endOrigin = plantPos + (0, 0, -2048);
trace = bulletTrace(startOrigin, endOrigin, true, undefined);
if(trace["fraction"] < 1.0) surface = trace["surfacetype"];
else surface = "dirt";
switch(surface)
{
case "beach":
case "dirt":
case "grass":
case "ice":
case "mud":
case "sand":
case "snow": return true;
}
return false;
}
In your case such objects as concrete and iron shouldn't make the way. And such as the haystack or a wooden crates on width exceeding parameters don't make the way.
Sorry for my bad english
Re: CoD2: firing through walls
As a matter of fact, im already using such code in the pro version of the mod, but not with "allow" or "disallow"
As you can see, metal is very hard to penetrate (2).
The vars still need a bit of tweaking though
Code: Select all
getsurfacepenetrate(surface)
{
switch(surface)
{
case "bark":
return 1;
case "brick":
return 1.2;
case "carpet":
return 1;
case "cloth":
return 0.8;
case "concrete":
return 1.8;
case "dirt":
return 1.1;
case "flesh":
return 1;
case "foliage":
return 1;
case "glass":
return 0.6;
case "grass":
return 1;
case "gravel":
return 1.3;
case "ice":
return 1.3;
case "metal":
return 2;
case "mud":
return 0.8;
case "paper":
return 0.7;
case "plaster":
return 1.4;
case "rock":
return 2;
case "sand":
return 0.8;
case "snow":
return 0.9;
case "water":
return 0.3;
case "wood":
return 1;
case "asphalt":
return 1.5;
default:
return 1;
}
}
The vars still need a bit of tweaking though
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