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Realistic Bullet: Real-Life Bullet physics to CS - FINAL VERSION


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EFFx
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Old 09-13-2018 , 14:47   Re: Bullet Speed Management
Reply With Quote #11

I'm working on hitplaces when the player used the psychs. Also wallshots is impossible with touch, because the ENT needs to touch, so...
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Natsheh
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Old 09-13-2018 , 17:26   Re: Bullet Speed Management
Reply With Quote #12

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Originally Posted by EFFx View Post
I'm working on hitplaces when the player used the psychs. Also wallshots is impossible with touch, because the ENT needs to touch, so...
Wallshots are not impossible.

Make sure you check the thickness of the wall using multi tracelines.
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EFFx
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Old 09-13-2018 , 17:35   Re: Bullet Speed Management
Reply With Quote #13

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Originally Posted by EFFx View Post
I'm working on hitplaces when the player used the psychs. Also wallshots is impossible with touch, because the ENT needs to touch, so...
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Natsheh
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Old 09-13-2018 , 18:10   Re: Bullet Speed Management
Reply With Quote #14

Not a big deal you wont destroy the entity until you have checked that the wall is thick enough if its not you will move the entity to other side or change it movetype to noclip so it will look like it went through.
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Last edited by Natsheh; 09-13-2018 at 18:11.
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EFFx
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Old 09-13-2018 , 20:30   Re: Bullet Speed Management
Reply With Quote #15

Yeah, when I reload the thread I thought about that way...

Lemme ask you a question, how would you suggest to manage the damage when the bullet gets through a wall? Like damage / times_that_the_bullet_gets_through_the_wall?
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Natsheh
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Old 09-14-2018 , 05:45   Re: Bullet Speed Management
Reply With Quote #16

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Originally Posted by EFFx View Post
Yeah, when I reload the thread I thought about that way...

Lemme ask you a question, how would you suggest to manage the damage when the bullet gets through a wall? Like damage / times_that_the_bullet_gets_through_the_wall?

Current_Damage * 0.50. = Half the Damage.

Keep it going throw the walls until the bullets cant deal any damage.
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Last edited by Natsheh; 09-14-2018 at 08:25.
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HamletEagle
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Old 09-14-2018 , 11:28   Re: Bullet Speed Management
Reply With Quote #17

https://github.com/s1lentq/ReGameDLL...base.cpp#L1158
This is how cs does it, you can do the same, but once you touch a wall do a traceline to find out where to get out of the wall.
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Last edited by HamletEagle; 09-14-2018 at 11:29.
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EFFx
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Old 09-14-2018 , 12:09   Re: Bullet Speed Management
Reply With Quote #18

So the check you want to say is to know where the bullet is going, it's to see if it will not hit any more players, right? Like passing or climbing places "outside" the map.?
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HamletEagle
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Old 09-14-2018 , 12:56   Re: Bullet Speed Management
Reply With Quote #19

Read the while loop at line 1234. This shows how to implement bullet penetration. Imagine you hit a wall with your bullet, then you need to move the bullet thru the wall until it can no longer penetrate. To go thru the wall you need to trace inside the wall and grab the end position.
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EFFx
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Old 09-14-2018 , 14:09   Re: Bullet Speed Management
Reply With Quote #20

Yes I know that, I was talking about checking if the bullet is no longer penetrable to remove it. About the damage modifier, I already understood.
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