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JKBotti The new generation of Half-Life bots by ghost of evilspy HLDMOpposing Force

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Re: Planned features
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stefanhendriks
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Default Re: Planned features - 02-07-2008

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.


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Re: Planned features
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ghost of evilspy
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Default Re: Planned features - 02-07-2008

Quote:
Originally Posted by Whistler View Post
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.
  
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Re: Planned features
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The Storm
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Default Re: Planned features - 02-07-2008

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.
  
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Re: Planned features
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stefanhendriks
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Default Re: Planned features - 03-07-2008

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.


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Re: Planned features
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ghost of evilspy
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Default Re: Planned features - 12-07-2008

Quote:
Originally Posted by The Storm View Post
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;
  
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Re: Planned features
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The Storm
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Default Re: Planned features - 15-07-2008

I'm pretty sure anyway, perhaps the latest SDK don't have the latest hl.dll code.
  
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