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Author Topic: Working shrapnel  (Read 1185 times)

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Rubble_Maker

  • Guest
Working shrapnel
« on: 23 Nov 2002, 01:05:52 »
Just thought I should let you know that since 1.9 you can make working shrapnel.

It works by using CreateVehicle [] to make a bullet (must be above ground level or else it disappears), then using SetVelocity to assign a velocity vector.

Pretty deadly stuff ;)

There some issues with the spawn positions though; if ya spawn them all at the same spot they'll collide instantly.

Also the game tends to crash if you spawn to many of 'em.

Aeon

  • Guest
Re:Working shrapnel
« Reply #1 on: 23 Nov 2002, 01:54:26 »
it's sound nice  :)
I will work on it

Offline Dinger

  • Contributing Member
  • **
  • where's the ultra-theoretical mega-scripting forum
Re:Working shrapnel
« Reply #2 on: 23 Nov 2002, 04:01:21 »
The advantage and problem with createvehicle is that it will report across all clients in MP.  That's great for artillery shells, but if you're trying to simulate massive amounts of shrapnel in a hurry, createvehicle will overload your bandwidth.
The solution we've got is to have spoofing shrapnel that gives the sound and visual effects, and camcreate the live stuff on the server and the spoofs on the clients.

We're finalizing the MP testing on the solution, and the mod (CoC_Mines) should be out very soon.  When it is, we'll release with it (in the pbo) a whole bunch of scripts for shrapnel, tested, commented and documented.
Dinger/Cfit

Rubble_Maker

  • Guest
Re:Working shrapnel
« Reply #3 on: 23 Nov 2002, 11:53:01 »
That sounds great. In the meantime I'll write a 'lil C++ program that generates inline code for the shrapnel spawning.
It'll replace the sin/cos references with precomputed values, so that should be much faster.