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  #1  
Old 07-07-2009, 07:17 AM
DustyPorViva DustyPorViva is offline
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shoot2()

shoot2(x,y,z,angle,zangle,strength,gravity,options ,ani,aniparams);

Two additions:
1) built-in gravity parameter
2) an options parameter, much like the one used in move(). For starters, I just wanted one where you could define if the projectile looked for walls, but I figured if Stefan were to add this, an options would be the best way for possible expansion in the future without adding shoot3 and so on. Right now though, only thing I can think of is an option for wall detection(because as it is, emulating default arrows with shoot gives them wall detection, when default arrows do not have), but I'm sure there are eventually more options to define one day.
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  #2  
Old 07-07-2009, 12:33 PM
Crow Crow is offline
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I would like a way to change the speed of projectiles, especially because Stefan already said somewhere that he will add it at some point
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  #3  
Old 07-07-2009, 01:29 PM
cbk1994 cbk1994 is offline
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Originally Posted by Crow View Post
I would like a way to change the speed of projectiles, especially because Stefan already said somewhere that he will add it at some point
I agree completely.
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  #4  
Old 07-07-2009, 06:16 PM
DustyPorViva DustyPorViva is offline
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Ya, I forgot about speed
Perhaps add that in there, or maybe replace gravity with it.
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  #5  
Old 07-11-2009, 02:37 AM
CremisiSteam CremisiSteam is offline
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gravity XD when it the angle hitz 0 it splats on the ground lol
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  #6  
Old 07-11-2009, 03:59 AM
fowlplay4 fowlplay4 is offline
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It'd be nice if there was a findprojectile() too.
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Old 07-12-2009, 06:45 AM
12171217 12171217 is offline
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Why bother with all this when you can just triggerclient and add bullets into a clientside array, move 'em manually via systems NPC?
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Old 07-12-2009, 07:13 AM
fowlplay4 fowlplay4 is offline
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Originally Posted by 12171217 View Post
Why bother with all this when you can just triggerclient and add bullets into a clientside array, move 'em manually via systems NPC?
Because functions hard-coded into Graal are typically faster than scripted solutions.
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Old 07-12-2009, 05:49 PM
12171217 12171217 is offline
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Hardly matters. It's not exactly CPU-rape.
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  #10  
Old 07-12-2009, 05:52 PM
DustyPorViva DustyPorViva is offline
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Originally Posted by 12171217 View Post
Hardly matters. It's not exactly CPU-rape.
It's more efficient for the players(visually) and for the CPU.
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  #11  
Old 07-12-2009, 05:56 PM
12171217 12171217 is offline
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It's not any smoother on the player's client o.o

Both are moved clientside, both are independent from what other players see, and both are moved at 20 FPS. Except with this one you can actually grab the projectile and move it about as you will.
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  #12  
Old 07-12-2009, 06:00 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by 12171217 View Post
It's not any smoother on the player's client o.o

Both are moved clientside, both are independent from what other players see, and both are moved at 20 FPS. Except with this one you can actually grab the projectile and move it about as you will.
In that case there would be a delay between firing and actual execution, if you have to communicate it to other players. It's just not as practical, especially when you start considering maybe 50 projectiles on the screen at once and all, or when if the system NPC is handling ALL of the servers projectiles, probably up to the thousands.
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  #13  
Old 07-12-2009, 06:04 PM
12171217 12171217 is offline
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It only handles the projectiles in the same level, no different than what Graal does with default shoot() !

And that delay is no different than what you get with a regular shoot, if Graal was made correctly, that is. That's called latency, and most games deal with it

When using shoot():
Client requests shoot() to server -> Server accepts and -> Packets are sent to clients in same level about the shoot.

Triggerclient:
Client sends a trigger to the server -> Server accepts and -> Sends trigger to client, and in the same step, bullets are spawned.

On second thought, there might be an additional .05 delay if the bullets can't be spawned in the same step the trigger is received? But that's not hard to deal with. It's one frame for Christ's sake.
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  #14  
Old 07-12-2009, 06:13 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by 12171217 View Post
And that delay is no different than what you get with a regular shoot, if Graal was made correctly, that is. That's called latency, and most games deal with it
I know what latency is. However, I don't think I've ever really experienced any noticeable delay with shoot. It's clientside, and you pretty much get a projectile instantly. But with your method I imagine a pretty large delay depending on the players connection, because they'd have to communicate to the server and then the server communicate with them again... and for myself, that communication is far from instant.
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  #15  
Old 07-12-2009, 06:16 PM
12171217 12171217 is offline
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So why don't you manually add it into the player who shoots it's array and ignore the additional trigger? That's not hard!

I think callweapon works in GS2? There, easily done.
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