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stefanhendriks 02-07-2008 07:49

Re: Planned features
 
Granted. WHen there are multiple walls in between the 'thickness' in my example would be huge, and a bot would not shoot through it.

Your method seems to be solving that problem, but you do an awful lot of tracelines; which is expensive. But, then again i can't think of anything better.

ghost of evilspy 02-07-2008 21:04

Re: Planned features
 
Quote:

Originally Posted by Whistler (Post 58332)
well IIRC for CS shoting through walls is not only affected by the "width" of wall, but also affected by how many walls are shooting through. This may not be completely exact, but it should work most of the time:.

Well, HLDM gauss stops after one wall and causes (quite powerful) explosion on the other side.

The Storm 02-07-2008 22:00

Re: Planned features
 
Hmm I think that the gauss can go via much more than one wall, it happened that I killed player behind up to 3 walls. :)

stefanhendriks 03-07-2008 07:43

Re: Planned features
 
I think it depends on how long you 'hold' the secondary fire button. Perhaps test it out? :)

edit:
Or even better, check out the hldm multiplayer code with the sdk, should tell you a bunch as well.

ghost of evilspy 12-07-2008 00:14

Re: Planned features
 
Quote:

Originally Posted by The Storm (Post 58348)
Hmm I think that the gauss can go via much more than one wall, it happened that I killed player behind up to 3 walls. :)

gauss.cpp:
Code:

                                // limit it to one hole punch

                                if (fHasPunched)

                                        break;

                                fHasPunched = 1;


The Storm 15-07-2008 17:15

Re: Planned features
 
I'm pretty sure anyway, perhaps the latest SDK don't have the latest hl.dll code. :)


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