why sights on guns?

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Shadowbreaker
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tehWastedJamacan
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ErisOnline wrote:[attachment=3071:Pfhor_VacBob.jpg]
I'm on it!
hey, if you can get it to work well, i'm in the works of planning a tc which will utilize this. however, i'm not smart enough to do so by myself
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RyokoTK
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ErisOnline wrote:[attachment=3071:Pfhor_VacBob.jpg]
I'm on it!
You will have a very hard time (read: impossible time) convincing the engine to let you turn in increments smaller than 0.7xx degrees.
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irons
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I announced as much before I posted the script.
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ErisOnline
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Let me be clear (if I haven't already): I AM NOT A CODER. I do art & writing, or more practically sprites & story. Weapon design. Terminal text. That end of things. I'm a tolerable mapper, but that was years ago when Infinity was new. Don't expect me to convince the engine of anything. In terms of engine noodling, there are only two things I want, and Irons kindly wrote one for me already.

EDIT: apparently the board doesn't support weirdie symbols. Like the infinity symbol.
Last edited by ErisOnline on Sep 22nd '09, 06:29, edited 1 time in total.
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irons
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UTF-8 support worked for a while, and has been broken for some time now. See the ill-fated Japanese Forum for a massive dose of former UTF or whatever. Anyway, what's the other Engine Noodle you're looking for?
underworld : simple fun netmaps // prahblum peack : simple rejected netmaps
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ErisOnline
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irons wrote:Anyway, what's the other Engine Noodle you're looking for?
Spoiler:
Nuclear projectile.
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tehWastedJamacan
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you could have lots of drop, and a large explosion...
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treellama
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ErisOnline wrote:
Spoiler:
Nuclear projectile.

Code: Select all

Triggers = {}

function Triggers.projectile_detonated(type)
    if type == "grenade" then
        for p in Players() do
            p:fade_screen("long bright")
        end
    end
end
Maybe Slave can move this subthread out of "why sights on guns"
Last edited by treellama on Sep 22nd '09, 13:36, edited 1 time in total.
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ErisOnline
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You've made me a very happy girl.
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Dugit
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A working scope zoom on a gun? I just thought it was about guide windows, like on the SMG, not actual working scopes.
This I'd like to see.

Vale,
Dugit
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Skunch
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Has anyone ever tried to make a shapes file utilizing weapons with iron sights?
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Horkeldorf
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The SMG in infinity uses iron sights, so yes someone has. I don't know if anyone's made any weapons where the iron sights are actually useful though.
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Dugit
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Since most weapons are just too inaccurate for them (including the SMG), they are really just for decoration. Other sights, like the laser-guided (not)sniper rifle on Return to Marathon, are equally useless so far, especially for a weapon like that. The only weapon that I can remember off the top of my head, being worthy for a sight at all, was the Maser, and a sight would've just ruined the sprite.

Vale,
Dugit
Polyplicity my second (less sucky) net pack. Go on. Download it. You know you don't want to.
Marathon Aeon- My scenario in the works ~on Simplici7y

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Horkeldorf
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I almost forget about the railgun thingy in marathon evil. It actually had some useful iron sights.
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Dugit
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That was a cool weapon. Although it was overshadowed by the brilliance of the TNT-3, one of my all-time favorite weapons.
Polyplicity my second (less sucky) net pack. Go on. Download it. You know you don't want to.
Marathon Aeon- My scenario in the works ~on Simplici7y

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zero
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With that script irons posted, we can have true sniping (with scoped accurate rifles) in M-THON.
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Crater Creator
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Hmm. I see a way to do hitscans with lua that wouldn't be horribly inefficient. I've got the pseduocode worked out for wall collision. If I can figure out floor collision, ceiling collision, and monster collision, we could have hitscan weapons in Aleph One.

If we can get that working, phase two would be effectively an auto-aim to insure you hit a monster if it's less than half a frogblast away from where you're aiming. The idea being that if you've aimed at something as closely as the engine allows, you've done the best you possibly can and hence should get the hit. Purists probably won't like it, but it would be enough to make lack of aiming precision a non-issue.

I'll post the code for hitscan wall collision if I get it working.
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treellama
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Crater Creator wrote:Hmm. I see a way to do hitscans with lua that wouldn't be horribly inefficient. I've got the pseduocode worked out for wall collision. If I can figure out floor collision, ceiling collision, and monster collision, we could have hitscan weapons in Aleph One.
Are you serious?

Code: Select all

t = Players[0]:find_target()
if is_polygon_floor(t) then
    Players.print("FOUND THE FLOOR")
elsif is_polygon_ceiling(t) then
    Players.print("FOUND THE CEILING")
elsif is_monster(t) then
    Players.print("FOUND THE MONSTER")
end
How long did it take you?
If we can get that working, phase two would be effectively an auto-aim to insure you hit a monster if it's less than half a frogblast away from where you're aiming.
This shouldn't be any more challenging than phase one.
I'll post the code for hitscan wall collision if I get it working.
if is_side(t) then...
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Crater Creator
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Indeed. I didn't see find_target() at the time of my last post. I was prepared to calculate it polygon by polygon using :find_line_crossed_leaving() (which, like find_target, would have been a very handy function for doing most of the work). With find_target, which I did incidentally find in the lua guide before reading Treellama's post, the code is considerably more trivial than first thought.

Code: Select all

-- makes pistol bullets effectively travel at infinite speed.

Triggers = {}
function Triggers.idle()
   for p in Projectiles() do
      if (p.type == "pistol bullet" and p.owner ~= nil and p.owner.player ~= nil) then
         shooter = p.owner.player;
         tSide,tX,tY,tZ,tPoly = shooter:find_target()
         p:position(tX, tY, tZ, tPoly);
      end
   end
end
And so, this little script will address the concern of anyone who's been disappointed with Marathon's bullet projectiles being woefully slow. I'm still thinking about hitscan weapons with inaccuracy and the small auto-aim capability.
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