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  #16  
Old 07-12-2009, 07:35 PM
fowlplay4 fowlplay4 is offline
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Originally Posted by 12171217 View Post
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.
Never said it was hard, in fact it's just as easy to use a class and store the projectile math (angle, speed) in attrs and have it move on the clientside.

But why even bother with all that if we had a function like shoot2, I can't imagine how nice it would be just use it instead of scripted projectiles.
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  #17  
Old 07-12-2009, 07:58 PM
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Spawning classes is a waste of bandwidth, though. Triggerclient and systems NPC ftw.
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  #18  
Old 08-20-2010, 08:06 AM
fowlplay4 fowlplay4 is offline
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Make it happen w/ V6 Stefan, make it happen.
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  #19  
Old 08-20-2010, 07:57 PM
Admins Admins is offline
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This is mainly for emulating the default arrows with shoot()? Any ideas of handling the existing parameters differently to achieve that goal? What exactly is the problem?
(btw speed=strength)
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  #20  
Old 08-20-2010, 08:05 PM
MrDunne MrDunne is offline
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Quote:
Originally Posted by Stefan View Post
This is mainly for emulating the default arrows with shoot()? Any ideas of handling the existing parameters differently to achieve that goal? What exactly is the problem?
(btw speed=strength)
I think this is mainly for creating realistic arrows that travel along an arc through the air. I could be mistaken though.
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  #21  
Old 08-20-2010, 09:47 PM
fowlplay4 fowlplay4 is offline
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Originally Posted by MrDunne View Post
I think this is mainly for creating realistic arrows that travel along an arc through the air. I could be mistaken though.
You are, that's what shoot already does / allows you to do.

What I'm interested in is functionality to allow projectiles to ignore walls, and being able to change the speed of projectiles that use 0 strength + zangle.
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  #22  
Old 08-21-2010, 02:33 AM
12171217 12171217 is offline
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Bullets can easily be sync'd perfecly if they have a linear path of travel and the creation time is known. I've written bullet handling system npcs in the past that use the methods I talked about previously in this thread and by no means are they CPU-hogs, and I've used them in the past on the old, old clients with no performance detriment either. Surely you guys can do the same to satisfy your needs, no?

As if we'll see a client update anytime soon, anyway. Make do with what you have.
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  #23  
Old 08-21-2010, 03:02 PM
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Originally Posted by fowlplay4 View Post
You are, that's what shoot already does / allows you to do.

What I'm interested in is functionality to allow projectiles to ignore walls, and being able to change the speed of projectiles that use 0 strength + zangle.
PHP Code:
shoot2(x,y,z,angle,zangle,strength,gravity,options ,ani,aniparams); 
In regards to Dusty's post: What does the gravity parameter mean then? For shooting arrows along an arc, you have to do some math, I believe.
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  #24  
Old 08-21-2010, 03:19 PM
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Quote:
Originally Posted by MrDunne View Post
In regards to Dusty's post: What does the gravity parameter mean then? For shooting arrows along an arc, you have to do some math, I believe.
The thing is, we already have gravity with shoot(). But we can't alter it in any way, which makes it quite unusable.
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  #25  
Old 08-21-2010, 03:21 PM
MrDunne MrDunne is offline
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Originally Posted by Crow View Post
The thing is, we already have gravity with shoot(). But we can't alter it in any way, which makes it quite unusable.
Ah, I get it now. Thanks for clearing that up for me.
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  #26  
Old 08-21-2010, 09:43 PM
Tigairius Tigairius is offline
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Example of changing speed of shoot:
PHP Code:
temp.angle getangle(vecx(player.dir), vecy(player.dir));
temp.speed 1.5;
shoot(player.xplayer.yplayer.ztemp.angle0temp.speed"gani"ganiparam); 

Example of changing gravity of shoot:
PHP Code:
temp.angle getangle(vecx(player.dir), vecy(player.dir));
temp.oldgravity gravity;
gravity 5;
shoot(player.xplayer.yplayer.ztemp.angle01"gani"ganiparam);
gravity temp.oldgravity
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  #27  
Old 08-22-2010, 12:53 AM
fowlplay4 fowlplay4 is offline
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Originally Posted by Tigairius View Post
Example of changing speed of shoot:
PHP Code:
temp.angle getangle(vecx(player.dir), vecy(player.dir));
temp.speed 1.5;
shoot(player.xplayer.yplayer.ztemp.angle0temp.speed"gani"ganiparam); 
Falls right into the ground as soon as it's shot.
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  #28  
Old 08-22-2010, 01:40 AM
DrakilorP2P DrakilorP2P is offline
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Quote:
Originally Posted by fowlplay4 View Post
Falls right into the ground as soon as it's shot.
Not if gravity is 0.
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  #29  
Old 08-22-2010, 02:00 AM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by DrakilorP2P View Post
Not if gravity is 0.
Nifty, but now they go over walls which may or may not be what I need for every situation. Looks like I'll have to go custom or shoot2 with parameters to enable wall detection.
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Last edited by fowlplay4; 08-22-2010 at 02:13 AM..
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  #30  
Old 11-05-2011, 01:54 AM
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I've checked the shoot command because we want to possibly replace classic arrows with projectils on Classic iPhone. It seems we can already easily emulate them with the shoot command:
- if you want the projectile to pass walls: use speed=1, zero gravity
- if you want them to hit walls but move horizontally like classic arrows: use speed=0
You can also configure npcs to let them pass projectiles (but block players) with the npc.isblockingprojectiles = true/false variable, its best to set it on both client- and server-side (because it's not synced). There is was problem with inactive npcs ignoring it on server-side but it's fixed in the latest npcserver.
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