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Weapon Collisions?

Posted: 23 Jul 2006, 17:08
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..

Posted: 24 Jul 2006, 20:09
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)

Posted: 24 Jul 2006, 20:16
by esteroth12
there was a request earlier about making a unit that was fired out of a weapon... ie for nukes...

here

Posted: 24 Jul 2006, 22:34
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

Posted: 25 Jul 2006, 10:59
by KDR_11k
How often would that happen and how many people want that?

Posted: 27 Jul 2006, 02:58
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.

Posted: 27 Jul 2006, 05:56
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.

Posted: 27 Jul 2006, 06:59
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.

Posted: 27 Jul 2006, 08:54
by KDR_11k
Doom 3 does have that. But really, I don't think an RTS needs it.

Posted: 27 Jul 2006, 18:07
by SwiftSpear
HL2 projectiles are target able, rockets most notably, It's rare to see one struck though.

Posted: 27 Jul 2006, 22:38
by Gnomre
Eh, even UT99 had a bit of it... shooting down redeemers, reflecting rockets, and of course everyone's favorite: the shock combo :)

Posted: 28 Jul 2006, 08:31
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'.

Posted: 28 Jul 2006, 10:01
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.

Posted: 28 Jul 2006, 12:29
by Guessmyname
You can shoot the Dystopia spider mines. I do that all the time

Posted: 28 Jul 2006, 16:46
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.

Posted: 28 Jul 2006, 17:03
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

Posted: 29 Jul 2006, 15:14
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

Posted: 29 Jul 2006, 16:46
by KDR_11k
No.

Posted: 29 Jul 2006, 17:49
by Snipawolf
Awww, oh well...