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[CS1.6] Bullet Travel Time


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Hey
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Join Date: Dec 2017
Old 01-11-2018 , 14:13   [CS1.6] Bullet Travel Time
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Hi I was wondering if Cs has bullet travel time since all i can see is the bullet hits directly i believe, so if there is such thing/physic i want to manipulate the bullet travel time.

Last edited by Hey; 01-11-2018 at 14:36. Reason: typo
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klippy
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Old 01-11-2018 , 14:22   Re: [CS1.6] Bullet Travel Time
Reply With Quote #2

No, weapons are hitscan (instantaneous) in CS.
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Old 01-11-2018 , 14:35   Re: [CS1.6] Bullet Travel Time
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oh well that's disappointing.

it would be much nice if the bullets were actual entities then the real time travel would be a challenging thing for snipers, i wonder ...is it possible to make the bullets a real entity ? it can be destroyed when it make collusion with any object or another entity right ?

Last edited by Hey; 01-11-2018 at 14:36.
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klippy
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Old 01-11-2018 , 15:35   Re: [CS1.6] Bullet Travel Time
Reply With Quote #4

You can try it. I don't know how well would GoldSrc handle that, it wasn't created with tiny entities in mind as far as I know.
And it wouldn't be a challenge for snipers because maps in CS are too small for bullet travel to make any noticeable difference.
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Last edited by klippy; 01-11-2018 at 15:36.
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Old 01-11-2018 , 15:57   Re: [CS1.6] Bullet Travel Time
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well i could try make it and see if it can be any good, should i make it get affected by gravity ? or velocity ? or speed getting decreased ?

Last edited by Hey; 01-11-2018 at 15:57.
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Old 01-11-2018 , 19:57   Re: [CS1.6] Bullet Travel Time
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Can i have a code of how to block bullet if fired please ?
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PRoSToTeM@
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Old 01-12-2018 , 02:18   Re: [CS1.6] Bullet Travel Time
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https://forums.alliedmods.net/showthread.php?t=48259
https://forums.alliedmods.net/showthread.php?t=73245
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Hey
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Join Date: Dec 2017
Old 01-12-2018 , 10:11   Re: [CS1.6] Bullet Travel Time
Reply With Quote #8

that's nothing as from what i am talking about, i need a example of how to block bullet if/when fired from guns, cuz i will be able then to make a custom bullets entities with the travel time thing/physics so may i get a example code please ?
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 01-13-2018 , 08:42   Re: [CS1.6] Bullet Travel Time
Reply With Quote #9

Play with m_flNextPrimaryAttack and m_flNextSecondaryAttack.
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Old 01-13-2018 , 10:37   Re: [CS1.6] Bullet Travel Time
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ok i got the weapons blocked from shooting.
now that i got a moment to think about it.. it's not going to work as i need it to cuz the code below blocks every weapons from shooting ofc not all(c4, he, flash, smoke, knife). so no animation of shooting will be played and no bullet will get shot out.

but i think what i need is make only the bullets decals to not be shown and the damage not get registered so it can be possible for me to make my idea, so get some help at it ?

PHP Code:
/* some of the code was taken from Juice special thanks to him */

#include <amxmodx>
#include <fakemeta>
#include <hamsandwich>

new const NO_RELOAD = (1<<2)|(1<<CSW_KNIFE)|(1<<CSW_C4)|(1<<CSW_HEGRENADE)|(1<<CSW_FLASHBANG)|(1<<CSW_SMOKEGRENADE);

const 
m_flNextPrimaryAttack 46;
const 
m_flNextSecondaryAttack 47;
const 
EXTRAOFFSET_WEAPONS 4;

new 
WeaponName[24];

public 
plugin_init() 
{
    
register_plugin("Block Weapons Attack""1.0""Juice/Hey");
    
    for(new 
CSW_P228<= CSW_P90i++)
    {
        if(
NO_RELOAD & (1<<i))
            continue;
            
        
get_weaponname(iWeaponName23);
        
RegisterHam(Ham_Item_DeployWeaponName"HamWeaponDeploy_Post"1);
    }
}

public 
HamWeaponDeploy_PostiEnt 
{
    
set_pdata_floatiEntm_flNextPrimaryAttack9999.0EXTRAOFFSET_WEAPONS );
    
set_pdata_floatiEntm_flNextSecondaryAttack9999.0EXTRAOFFSET_WEAPONS );

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