Author Topic: Bouncing Bullets?  (Read 548 times)

Code: [Select]
//Reflector.cs

//audio
datablock AudioProfile(ReflectorShot1Sound)
{
   filename    = "./ReflectorShot1.wav";
   description = AudioClose3d;
   preload = true;
};
datablock AudioProfile(bulletHitSound)
{
   filename    = "./bulletHit.wav";
   description = AudioClose3d;
   preload = true;
};

//muzzle flash effects
datablock ParticleData(ReflectorFlashParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 25;
lifetimeVarianceMS   = 15;
textureName          = "base/data/particles/star1";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.9 0.9 0.0 0.9";
colors[1]     = "0.9 0.5 0.0 0.0";
sizes[0]      = 0.5;
sizes[1]      = 1.0;

useInvAlpha = false;
};
datablock ParticleEmitterData(ReflectorFlashEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ReflectorFlashParticle";

   uiName = "Reflector Flash";
};

datablock ParticleData(ReflectorSmokeParticle)
{
dragCoefficient      = 3;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 525;
lifetimeVarianceMS   = 55;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.5 0.5 0.5 0.9";
colors[1]     = "0.5 0.5 0.5 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};
datablock ParticleEmitterData(ReflectorSmokeEmitter)
{
   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 1.0;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 0;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ReflectorSmokeParticle";

   uiName = "Reflector Smoke";
};


datablock ParticleData(ReflectorExplosionParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = 1;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 700;
lifetimeVarianceMS   = 400;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
colors[0]     = "0.9 0.9 0.9 0.3";
colors[1]     = "0.9 0.5 0.6 0.0";
sizes[0]      = 0.25;
sizes[1]      = 0.75;

useInvAlpha = true;
};
datablock ParticleEmitterData(ReflectorExplosionEmitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 1.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ReflectorExplosionParticle";

   useEmitterColors = true;
   uiName = "Reflector Hit Dust";
};


datablock ParticleData(ReflectorExplosionRingParticle)
{
dragCoefficient      = 8;
gravityCoefficient   = -0.5;
inheritedVelFactor   = 0.2;
constantAcceleration = 0.0;
lifetimeMS           = 50;
lifetimeVarianceMS   = 35;
textureName          = "base/data/particles/star1";
spinSpeed = 500.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "1 1 0.0 0.9";
colors[1]     = "0.9 0.0 0.0 0.0";
sizes[0]      = 1;
sizes[1]      = 0;

useInvAlpha = false;
};
datablock ParticleEmitterData(ReflectorExplosionRingEmitter)
{
lifeTimeMS = 50;

   ejectionPeriodMS = 3;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0.0;
   ejectionOffset   = 0.0;
   thetaMin         = 89;
   thetaMax         = 90;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "ReflectorExplosionRingParticle";

   useEmitterColors = true;
   uiName = "Reflector Hit Flash";
};

datablock ExplosionData(ReflectorExplosion)
{
   //explosionShape = "";
soundProfile = bulletHitSound;

   lifeTimeMS = 150;

   particleEmitter = ReflectorExplosionEmitter;
   particleDensity = 5;
   particleRadius = 0.5;

   emitter[0] = ReflectorExplosionRingEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "1.0 1.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 10.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 2;
   lightStartColor = "1.0 0.5 0.0";
   lightEndColor = "0 0 0";

  explodeOnDeath = true;
};


AddDamageType("Reflector",   '<bitmap:add-ons/Weapon_Reflector/CI_Reflector> %1',    '%2 <bitmap:add-ons/Weapon_Reflector/CI_Reflector> %1',0.2,1);
datablock ProjectileData(ReflectorProjectile)
{
   projectileShapeName = "./bullet.dts";
   directDamage        = 30;
   directDamageType    = $DamageType::Reflector;
   radiusDamageType    = $DamageType::Reflector;

   brickExplosionRadius = 0;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 10;
   brickExplosionMaxVolume = 1;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 2;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 400;
   verticalImpulse   = 400;
   explosion           = ReflectorExplosion;
   particleEmitter     = ""; //bulletTrailEmitter;
   
   armingDelay         = 00;
   muzzleVelocity      = 90;
   velInheritFactor    = 1;

   armingDelay         = 00;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 1;
   bounceFriction      = 0;
   isBallistic         = true;
   gravityMod = 0.5;

   hasLight    = true;
   lightRadius = 3.0;
   lightColor  = "1 0.5 0";

   uiName = "Reflector Bullet";
};

//////////
// item //
//////////
datablock ItemData(ReflectorItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./reflector.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "Reflector";
iconName = "./icon_Reflector";
doColorShift = true;
colorShiftColor = "1.0 0.5 0.25 1.0";

// Dynamic properties defined by the scripts
image = ReflectorImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(ReflectorImage)
{
   // Basic Item properties
   shapeFile = "./reflector.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = true;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = BowItem;
   ammo = " ";
   projectile = ReflectorProjectile;
   projectileType = Projectile;

casing = ReflectorShellDebris;
shellExitDir        = "1.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   colorShiftColor = ReflectorItem.colorShiftColor;//"1.0 0.5 0 1.000";

   //casing = " ";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.15;
stateTransitionOnTimeout[0]       = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;
stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Smoke";
stateTimeoutValue[2]            = 0.14;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = ReflectorFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = ReflectorShot1Sound;
stateEjectShell[2]       = true;

stateName[3] = "Smoke";
stateEmitter[3] = ReflectorSmokeEmitter;
stateEmitterTime[3] = 0.05;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.01;
stateTransitionOnTimeout[3]     = "Reload";

stateName[4] = "Reload";
stateSequence[4]                = "Reload";
stateTransitionOnTriggerUp[4]     = "Ready";
stateSequence[4] = "Ready";

};

function ReflectorImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, plant);
Parent::onFire(%this,%obj,%slot);
}

How do I make the bullets bounce?

pongProjectile.save()

Code: [Select]

//--- OBJECT WRITE BEGIN ---
new ProjectileData(pongProjectile) {
   className = "ProjectileData";
   particleEmitter = "pongTrailEmitter";
   projectileShapeName = "./Projectile_Pong/pongProjectile.dts";
   scale = "1 1 1";
   Explosion = "pongExplosion";
   bounceExplosion = "pongBounceExplosion";
   hasLight = "1";
   lightRadius = "0.941176";
   lightColor = "1.000000 1.000000 1.000000 1.000000";
   hasWaterLight = "0";
   waterLightColor = "1.000000 1.000000 1.000000 1.000000";
   isBallistic = "1";
   collideWithPlayers = "1";
   velInheritFactor = "1";
   muzzleVelocity = "65";
   lifetime = "937";
   armingDelay = "937";
   fadeDelay = "921";
   explodeOnDeath = "1";
   explodeOnPlayerImpact = "0";
   bounceAngle = "0";
   minStickVelocity = "0";
   uiName = "Pong";
   bounceElasticity = "0.99";
   bounceFriction = "0";
   gravityMod = "0";
      brickExplosionRadius = "0";
      brickExplosionImpact = "0";
      brickExplosionMaxVolume = "0";
      brickExplosionMaxVolumeFloating = "0";
      brickExplosionForce = "0";
};
//--- OBJECT WRITE END ---

I'm not super well versed in projectiles but I'd guess that you should remove all of the impact variables and set CollideWithPlayers=1.

Not sure what it could be, try basing the projectile and explosions off of the pong projectile and work from there.
« Last Edit: July 21, 2012, 02:51:52 PM by Fluff-is-back »

The only things you would need to do in most cases:

  • Set isBallistic to true.
  • Set bounceElasticity to an acceptable value (bounce magnitude scalar, 0 <= value <= 1).
  • Set bounceFriction to an acceptable value (velocity decrease scalar on bounce, 0 <= value <= 1).

You may have to do something with armingDelay and fadeDelay for some reason, but I'm not sure.
You can make a required minimum angle between the projectile trajectory and the bounce surface with bounceAngle.
minStickVelocity states the required projectile speed for a projectile to simply stick to something instead of bouncing.
« Last Edit: July 21, 2012, 03:07:59 PM by Port »