Weapon Collisions?

Weapon Collisions?

Requests for features in the spring code.

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Snipawolf
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Weapon Collisions?

Post by Snipawolf »

Can we have it to where a missile (or something) is a model and can be hit by something else...

Example: Two peewees are facing off and two of the shots hit other shots then explode in middle of peewees, both shots are nullified..
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mehere101
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Post by mehere101 »

I'm not so sure thats a good idea. The added collisions would make all but the strongest dual core computers choke and die, and for what? (I'm ok with larger missiles doing that though)
Last edited by mehere101 on 24 Jul 2006, 20:18, edited 1 time in total.
esteroth12
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Post by esteroth12 »

there was a request earlier about making a unit that was fired out of a weapon... ie for nukes...

here
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Snipawolf
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Post by Snipawolf »

well maybe only for larger stuff :P
Look at my example Esteroth, I didn't mean Counters for missiles, I meant two units shoot at exactly same angle and everything and the shots collide, regardless of what it is(plasma, cannon, missile, maybe lasers..)

yeah, lag fest for sure :P
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KDR_11k
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Post by KDR_11k »

How often would that happen and how many people want that?
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mehere101
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Post by mehere101 »

It would happen every time a rapid fire unit fought a rapid fire unit. IE Peewee vs peewee. Its not really worth the effort/lag for every shot. Larger nuke type missiles should be destructable, so that you can have anti-nuke missiles that have to hit.
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KDR_11k
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Post by KDR_11k »

I don't think even rapid fire units would hit each other much as they don't shoot at each other's guns and the trajectories only intersect in one point, if at all.
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Felix the Cat
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Post by Felix the Cat »

What the heck? I don't think even the most advanced of FPS games have bullets that can collide with each other.

This would be cool if you were desiging Spring for a Cray, but completely over-the-top here.
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KDR_11k
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Post by KDR_11k »

Doom 3 does have that. But really, I don't think an RTS needs it.
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SwiftSpear
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Post by SwiftSpear »

HL2 projectiles are target able, rockets most notably, It's rare to see one struck though.
Gnomre
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Post by Gnomre »

Eh, even UT99 had a bit of it... shooting down redeemers, reflecting rockets, and of course everyone's favorite: the shock combo :)
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Das Bruce
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Post by Das Bruce »

SwiftSpear wrote:HL2 projectiles are target able, rockets most notably, It's rare to see one struck though.
Really? I must've shot a couple dozen on 'Water Hazard'.
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SwiftSpear
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Post by SwiftSpear »

I meant in multiplayer. You very rarely see rockets getting shot out in HL2DM, DOD:S or any of the HL2DM mods, CTF, Sourceforts, whatnot.
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Guessmyname
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Post by Guessmyname »

You can shoot the Dystopia spider mines. I do that all the time
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KDR_11k
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Post by KDR_11k »

In Doom 3 the main purpose of the plasma gun was to make sure the enemy can't hit you since its large balls of plasma would hit any projectiles aimed at you.
hollowsoul
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Post by hollowsoul »

In dystopia the spider mines are deliberately shooting able.
Otherwise u couldnt stop them, same with snarks in hl.
Be similar to fleas in TASpring (think there AA, dont get to play much atm)
There considered a unit really not a projecticle

Rather not see projecticles collision = alot more cpu demanding. Theres a difference betweem fps weapon collisions versus 100+ units fighting it out in TASpring with cpu working out weapon collisions not te mention if peep is using AI

Although shootable missles = debateable :-)

Although making them a uncontrol unit may help but that was debated in another thread i believe
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Snipawolf
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Post by Snipawolf »

IS it possible to attach a timer to missiles/any other weapons for an explosion after it hits ground for a few seconds?

Would be very demanding, so I guess only missiles :P
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KDR_11k
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Post by KDR_11k »

No.
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Snipawolf
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Post by Snipawolf »

Awww, oh well...
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