Author Topic: Faster Weapon Projectiles or Better Hitscan  (Read 1827 times)

I remember a while ago Stratofortress made some flying vehicles that were able to shoot projectiles faster than the projectile speed limit.  I have no idea how anything works in this game or its engine, but is it possible to do the same thing with weapon projectiles?  e.g. you have a pistol that can shoot projectiles as fast or faster than the vehicle Stratofortress made.

Alternately, is it possible to make hitscan better.  I really hate the way hitscan works in this game.  In order to land a shot, you have to aim ahead of your target depending on the latency, which in my opinion completely negates the point of hitscan.  I think what I want to ask is it possible for hitscan to be clients sided, and not server sided?

Wouldn't client sided hitscan give players with worse ping an advantage?

@Faster projectiles: Link to said vehicles? Because vehicles and weapons create projectiles the same way.

@Hitscan: The best you can do is give the hitscan some prediction. I've seen this done before and it's not in any way perfect, but it's better than nothing. I'm assuming it's done by checking how fast the player is turning, and then the vector is adjusted based on their ping. It would be an awful idea to make it client sided, due to the openness of modding in Blockland, which would allow clients to just say they hit every shot.

Wouldn't client sided hitscan give players with worse ping an advantage?
It can be if they are lagging around randomly, but it can also be a disadvantage if your lagged body is just sitting there even though you are moving around.  At least that is how I have seen it work in other games.

@Faster projectiles: Link to said vehicles? Because vehicles and weapons create projectiles the same way.

@Hitscan: The best you can do is give the hitscan some prediction. I've seen this done before and it's not in any way perfect, but it's better than nothing. I'm assuming it's done by checking how fast the player is turning, and then the vector is adjusted based on their ping. It would be an awful idea to make it client sided, due to the openness of modding in Blockland, which would allow clients to just say they hit every shot.
I am not 100% sure if the vehicles had faster projectiles, but I swore I read that they did and that the projectile speed was increased after the projectile was created.

If hitscan was client sided it would probably have to be done by badspot.  It would not be a mod, because that would cause problems.

EDIT:  Read this page, you will see what I mean about the projectile speed, it even shows the code. http://forum.blockland.us/index.php?topic=183640.0
« Last Edit: August 12, 2015, 02:59:24 AM by Incinerate »

Huh, will have to experiment with that later.

Also, even if it's done by Badspot, it's still possible to cheat, it'll just be harder.

I remember a while ago Stratofortress made some flying vehicles that were able to shoot projectiles faster than the projectile speed limit.  I have no idea how anything works in this game or its engine, but is it possible to do the same thing with weapon projectiles?  e.g. you have a pistol that can shoot projectiles as fast or faster than the vehicle Stratofortress made.
The way that the faster projectiles work have some really awkward looking visual issues and are generally speaking very janky.

Alternately, is it possible to make hitscan better.  I really hate the way hitscan works in this game.  In order to land a shot, you have to aim ahead of your target depending on the latency, which in my opinion completely negates the point of hitscan.  I think what I want to ask is it possible for hitscan to be clients sided, and not server sided?
That's not how video games work. If they're going to interact with anything other than the client, ie. another player, they have to be communicated to the server one way or another.

That's not how video games work. If they're going to interact with anything other than the client, ie. another player, they have to be communicated to the server one way or another.
I assumed it would have to communicate with the server, but how does it work in games like tf2?  There is no pointing ahead of the target, what ever your cross hair is on at the time your press the mouse is hit, or receives damage.  Wouldn't that mean the client determines if the player is hit and then sends that information to the server?

EDIT:  Read this page, you will see what I mean about the projectile speed, it even shows the code. http://forum.blockland.us/index.php?topic=183640.0
this actually works
this is the best thing to happen

only problem is that the speed isn't properly sent to the client it seems
so the projectile will die before it hits the ground because the speed seems to be locked at 200 for the client
« Last Edit: August 12, 2015, 01:58:41 PM by Gytyyhgfffff »

I assumed it would have to communicate with the server, but how does it work in games like tf2?  There is no pointing ahead of the target, what ever your cross hair is on at the time your press the mouse is hit, or receives damage.  Wouldn't that mean the client determines if the player is hit and then sends that information to the server?
Nope, Source Engine works in a fun way. First it has lag compensation client sided so everything looks better. Try setting cl_lagcompensation 0 in TF2 and playing.
Also Source Engine servers work by basically going back in time depending on the current tick and checking if you were aiming at something then, even though server side things have moved since then. (or at least that's what I remember)