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Titanium Armor v1.1


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Hawk552
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Join Date: Aug 2005
Old 03-18-2007 , 12:47   Re: Titanium Armor v1.0
Reply With Quote #21

I'll fix this up in a few days.
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DataMatrix
Senior Member
Join Date: Aug 2005
Location: UK, Liverpool
Old 03-18-2007 , 19:04   Re: Titanium Armor v1.0
Reply With Quote #22

Titanium has never been used for bulletproofing, Kevlar is used for bulletproofing.

Why not call it Bulletproof Armour v1.0?
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Old 03-18-2007, 19:21
Hawk552
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Voi
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Join Date: Sep 2006
Location: Gdansk, Poland
Old 03-18-2007 , 20:51   Re: Titanium Armor v1.0
Reply With Quote #23

hehe, mb bulletproof vest
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Old 03-19-2007, 14:01
DataMatrix
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slmclarengt
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Old 03-21-2007 , 19:09   Re: Titanium Armor v1.0
Reply With Quote #24

@ Hawk552 - please update this plugin to be more accurate and precise because this sounds very appealing but in order for me to use it, it must be stable and accurate (or else my players moan).

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MultiShot
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Join Date: Mar 2007
Location: The Majesty and the Wond
Old 03-22-2007 , 06:36   Re: Titanium Armor v1.0
Reply With Quote #25

Thanks you Hawk552, i've tested this on my server and havn't found any bugs yet so keep the updates coming and good job.
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Old 03-23-2007, 19:07
Hawk552
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Hawk552
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Join Date: Aug 2005
Old 03-24-2007 , 11:25   Re: Titanium Armor v1.1
Reply With Quote #26

Download added since uploading is now fixed.
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VEN
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Join Date: Jan 2005
Old 03-25-2007 , 08:54   Re: Titanium Armor v1.1
Reply With Quote #27

Quote:
new Origin[3]
get_user_origin(EntToSkip,Origin,3)
Quote:
Originally Posted by VEN here
Most of a "shot/bullet/shell/fire/trace/particle/projectile/etc" plugin authors instead of fired particle trace vector is use player's aim vector. FYI: the angle difference between such vectors may reach even more than 30 degrees [!] because of the fired particle spreading/gun recoil.
Basically you have to use trace vecEndPos, not player aim position.
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Hawk552
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Join Date: Aug 2005
Old 03-25-2007 , 09:00   Re: Titanium Armor v1.1
Reply With Quote #28

Quote:
Originally Posted by VEN View Post
Basically you have to use trace vecEndPos, not player aim position.
I actually tried doing that first, but it picks up the point after the first target. So if I shot at you (which I really want to do right now), instead of picking up where it hit you, it would return the wall behind you, or wherever the it was stopped by a/the brush ent/world. I'm really not concerned with it being slightly off in this way, as the sparks aren't really important for anything other than visuals.
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VEN
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Join Date: Jan 2005
Old 03-25-2007 , 10:03   Re: Titanium Armor v1.1
Reply With Quote #29

Quote:
it picks up the point after the first target
This can't happen. Parts of your code:
Quote:
new Ent = get_tr(TR_pHit) // ...
// ...

if(is_user_alive(Ent) // ...
So basically you hit an alive player and, hence, your hit point (i.e. vecEndPos) should lie on that player.

"bulled end vector" and "trace end vector" are two different terms. Bullet imaginary trail may consist of multiple traces. So if your bullet is hit two players sequentially (they obviously stay in one line) you will have two line traces. Each line is hit different player, hit point vector is equal to vecEndPos traceresult member of the current trace.

Quote:
I'm really not concerned with it being slightly off in this way, as the sparks aren't really important for anything other than visuals.
If you are not emulate sparks in a correct position, at least do a favor for other plugins, do not "show" your sparks to them (emessages). I do not believe that such "mispalced" sparks will be usefull for other plugins (not to mention that it may even mess some functionality in rare cases).

Summary: emulate sparks correctly or use default message system.

Last edited by VEN; 03-25-2007 at 10:09.
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biglittle007
Junior Member
Join Date: Nov 2007
Old 01-05-2008 , 10:51   Re: Titanium Armor v1.1
Reply With Quote #30

I think player's speed should reduce due to the weight of the titanium.. Just an opinion! xD

Last edited by biglittle007; 01-12-2008 at 14:45.
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