Author Topic: Raycasts  (Read 1004 times)

How would I make it so that the sniper rifles in T+T have raycasts that register at longer distances? I notice that they stop registering at certain distances and so it's pretty annoying.

The only way to fix this is to repeat raycasting repeatedly at the point where the last one ended. The raycast 'disintegration' can't be fixed.

What is the distance that it 'disintegrates' at?

What is the distance that it 'disintegrates' at?

I don't know specifically, but I believe it doesn't disintegrate signifigantly at a raycast length of 500 TU.


I TU (yes torque unit) is equal to the length of two horizontal studs together

Torque Units?

500 TU is roughly the range of the Destructowand.

So I'm guessing if I found where this limit was in the script of the weapon and changed it over 500, it would either just put it back to 500 or break all together?

Neither. While raycasting over 500 TU in length is allowed, it doesn't work properly and will occasionally miss objects at ranges over roughly 16 TU.

I TU (yes torque unit) is equal to the length of two horizontal studs together

What? Was this changed? I could've sworn that a 1x1 flat brick was 1x1x0.2 units.

What? Was this changed? I could've sworn that a 1x1 flat brick was 1x1x0.2 units.
No idea of the history of it
A 4x4 cube has the dimensions 2 TU by 2 TU by 2 TU

1 stud = 0.5 TU
1 TU = 2 studs

It has always been like this.

Neither. While raycasting over 500 TU in length is allowed, it doesn't work properly and will occasionally miss objects at ranges over roughly 16 TU.

Is this an engine problem or is this because the raycast will simply move too fast?

Is this an engine problem or is this because the raycast will simply move too fast?

Raycasts are instant independant of length.