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Messages - jackrobbman

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46
Help / Re: Fire from inside the muzzle?
« on: April 27, 2018, 08:22:08 PM »
All this package does is allow 1) Multiple projectiles to be fired at once without additional coding for each weapon (like a shotgun) and 2) has the player's velocity affect the bullet velocity, like say, for example, if you're in a vehicle and shoot straight forward or if you're falling you won't fall past your own bullets

You can get bullets to fire from the back of the weapon by using %obj.getEyeVector() instead of %obj.getMuzzelPoint()

A raycast projectile isn't really a projectile and is just a light of sight check. Raycasting weapons use containerRayCast() to see if there's any objects between point a (the player) and point b (the maximum range of the weapon) and if the raycast finds a player in that line of sight, it damages the player and/or spawns an explosion manually, completely bypassing onProjectileHit().

From what I can gather your hitmarker add-on probably packages onProjectileHit() and as does Slayer. For compatibility it would be ideal to do a raycast and, instead of manually damaging the player or spawning an explosion, would be spawning a projectile literally inches from the player with the same properties. Most weapons don't do this as it requires a bit more coding and calculation and might cause a bit of lag on a server with a bunch of projectiles flying about and hitting stuff.

Topic belongs in modification help

Whoops. :(

But while we're here, I wanted tell you that I switched out the bit of code you told me to. Now the bullets don't appear? To be specific, I went to where it says InitialPosition and switched it there. Gonna keep tweaking stuff, but I just wanted to let'cha know.

47
Help / Fire from inside the muzzle?
« on: April 25, 2018, 05:01:01 PM »
I've been messing around with Nekram's weapon pack again. There are only two issues I've got with it so far. One, it forces the player to change their data block based on the weapon. Everyone hates that. Secondly, although the weapons raycast and have legitimate hit detection that may work in slayer, the raycast only fire from the muzzle. That means you literally cannot hurt anyone thats in your face or close enough where the weapon clips into their body. The bullet will fire behind them, making a lot of stuff awkward and annoying when things get close and personal. I noticed that the UTE raycast weapons pack does not have this issue, but it also doesn't have the best hit detection and does not adhere to friendly fire in slayer. Gravity Cat's raycasting pack has good hit detection, but it also suffers from not being able to hit things that are up close.

I've got this add-on that causes a noise and hitmarker to pop up whenever hit detection works properly, and any weapon that this doesn't work with will not work in slayer. Nekram's does and the models for the weapons are slick, so I was hoping to get some help polishing it up for a good game. There's a CS file in the pack named NewMuzzleVelocity and i'm not sure what it does exactly. I've seen it in the Warfare pack, and the bullets don't seem to move any faster than normal. I keep hearing talk of people increasing the speed of bullets but I've yet to see proof of it. Also, when I look in the cs files for the weapons, I don't see anything for raycasting. Instead, I see this:

Code: [Select]
for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}

I have no idea what this is, but I see MuzzleVelocity, Projectile, and Vectors involved so I'm assuming this is how the bullets instantly hit stuff. If so, how do I get the bullets to fire from the back of the weapon so I can hit things that are in my face?

48
Add-Ons / Re: [Server] Blood/Gore (Performance issue fixed)
« on: April 10, 2018, 09:54:48 PM »
Sorry for the late reply man. Found out that the issue is actually caused by the Vehicle-Gore add-on. Once I un-ticked it, the issue stopped. Sorry, and thanks for the polish regardless.  :cookie:

49
Add-Ons / Re: [Server] Blood/Gore (Now with raycasting weapon support)
« on: April 10, 2018, 12:05:50 PM »
After some non-stop death in this madworld map I made, my FPS started dropping. I noticed that the bleeding effects weren't deleting and just kept falling through bricks infinitely. You think this is the quirk? Other than that, this is awesome of course. :D

50
Add-Ons / Re: Slayer | Progress on bot navigation!
« on: January 16, 2018, 02:41:04 AM »
Great progress on bot navigation! I rewrote the nav-mesh generation system. It now takes only ten seconds in pure Torquescript to generate a navigation mesh in my test build, ATC Fort.


Green lines show links. Node boundaries aren't shown, but you can basically see where they are.

Annnnd you've rekindled my interest in Blockland. This game owes you BIG TIME for the stuff you've done. Amazing! And thank you. Can barely wait for a release!

51
Modification Help / Re: Gravity Cat's Add-On Dump - New Dedicated Server!
« on: October 21, 2017, 04:03:54 AM »
Dude the G-Cat was just active today!!!

52
Modification Help / Re: Sound Effects won't work
« on: August 17, 2017, 07:27:45 AM »
Gotcha. It worked! Thanks pal.

53
Modification Help / Sound Effects won't work
« on: August 17, 2017, 03:43:00 AM »
So I went into gcats D-weps and switched a sound effect for a gun to be more...aesthetically pleasing. It doesn't work though. Please let me know if I'm missing something here:

Sound is a .wav file

Is only 67,000 b's

Name switched over from original sound in the cs file. Matches the name for the .wav file I implemented.

32000 Hz in Audacity

Am I missing something? I've run into this same issue with so many other sounds I've tried to put into the game. Some of them work once I lower the quality to obscene levels, but others work just fine even at high quality levels. I don't get it. Gonna experiment a bit more to see if it's quality related, and I'll even split the tracks to mono to see if that means anything at all. Any feedback would be appreciated.

54
Add-Ons / Re: DPS Meter
« on: August 06, 2017, 03:56:12 PM »
Awesome! Nowa all me need is an Overwatch fanatic and Soldier 76's pulse rifle and we've got something BIG to play with. ;)

55
Modification Help / Re: Blocksquad
« on: July 25, 2017, 11:56:39 PM »
Wait....dude did you just create path-finding for bots while creating this? Cause I feel like that could be done with what ya got here. Greek tried it a while back but said it took too long to load up. Didn't say it was impossible though. Just a hassle to load. ;)

This looks amazing by the way. No seriously, this makes me wonder just how far you can go with the Torque Engine. Perhaps the sky isn't the limit for a change.


56
Modification Help / Re: Too close range?
« on: July 18, 2017, 01:56:13 PM »
strafing wont mess with distance checking, but iirc the bot logic loop works on a 3 second timer (eg it decides something new to do/something to do differently every 3 seconds). and if im right, i know you can adjust this with some field on the bot datablock.

also note it does brickToMetric which might reduce the value of tooCloseRange. 7 TU is 14 studs, but 7m is like half that since iirc the default metric conversion is 1 blockhead's height = 2m

Gotcha. I'll look into it.

57
Modification Help / Re: Too close range?
« on: July 17, 2017, 11:26:25 AM »
Yeah...that's actually the issue. It's already set to one on nearly every bot I have with the tooCloseRange set to seven, but it never works. I've tried increasing the tooCloseRange to like THIRTY and it still won't work. It only worked this one time when I'd changed a bot's playertype into a humongous mech (And I do mean humongous. Probably the biggest thing any player has ever seen in Blockland.) and it was still inconsistent at that. I think it may have only been back-pedaling because it's size made it difficult to see me. I done a lot of messing around but can't get them to quit strafe ramming me and other bot's I've evented to harm them on contact. (The onbotTouched event only works when the bot is touched by a player, so I have to start a slayer minigame and make slayer-bots. The game thankfully recognizes these as players. )

Is it possible for a code to execute too slow so that when the distance checks can't keep up with the bot's movement? Or is it the strafing?  I'll try turning the strafing off to see if that has any effect on the distance checks.

58
Modification Help / Re: Too close range?
« on: July 16, 2017, 05:43:59 PM »
actually im conpletely wrong regarding avoid close range. its there in that code, very clealry commented.
Oh....hey...are you being sarcastic? I legit can't tell. XD

59
Modification Help / Re: Too close range?
« on: July 16, 2017, 01:12:14 AM »
Oh. So the
Code: [Select]
hAvoidCloseRange = 1; thing in the cs file for any bot is only for...melee wielders?

60
Modification Help / Too close range?
« on: July 15, 2017, 10:36:43 PM »
Hey guys. Why doesn't this work? It's NEVER worked since the Bot update happened.

Code: [Select]
//Avoid close range fights if you don't have melee
if(%obj.hAvoidCloseRange)
{
//convert to brick units
%range = brickToMetric( %obj.hTooCloseRange )*%scale;

//Make the bot backpedal if he's too close and the weapon he's using isn't melee based.
if( %targDist <= %range && !%obj.getMountedImage(0).Melee)//vectordist(%obj.getPosition(),%targ.getPosition())
{
// %obj.setMoveY(-0.5);
%obj.setMoveY( -%obj.hMaxMoveSpeed/2 );
}

//even if it's melee, still don't want to be point blank most of the time
if(%obj.getMountedImage(0).melee)
{
%range = 2;
if( %targDist <= %range)// vectordist(%obj.getPosition(),%targ.getPosition())
{
%obj.setMoveY(-0.1);
}
}
}
}


Also, is there a way to do this while the bot is attacking it's target, therefore making it back-pedal as it shoots?

Code: [Select]
function AIPlayer::hRunAwayFromPlayer(%obj,%target)
{
%obj.clearAim();
%pos = %obj.getPosition();
%bPos = %target.getPosition();

%dif = vectorScale( vectorNormalize( vectorSub(%pos,%bPos) ),100);//was 50
//%vec =  vectorNormalize( vectorSub(%pos,%bPos) );

%final = vectorAdd(%pos, getWords(%dif,0,1) SPC "0");

%final = vectorAdd(%final,"0 0 2");

%final = vectorAdd(%final, vectorScale(getRandom(-10,10) SPC getRandom(-10,10) SPC 0, 6) );
//setAimVector(%obj,%vec);
%obj.setAimLocation(%final);
%obj.setMoveY(%obj.hMaxMoveSpeed);
%obj.hDetectWall(1);
//hSpamHandsLoop(%obj);
}

And is it even possible to edit any of this since Blockland rewrites the code here to what it was before it was augmented? I think it does this because it's a core feature that Badspot doesn't want us screwin' up. Kinda sucks though. :(

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