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MyGravity tag for ballistic weapons
Posted: 24 Mar 2007, 09:04
by KDR_11k
It greatly annoys me how ballistic weapons always obey the map gravity. Not only does that mean we don't know how far a slow weapon could shoot on a given map (especially if we try to make the range tag reflect the physical range of the weapon), we have a minimum time for high trajectory ballistic weapons to arrive and that grows with the weapon's speed (which must grow with the distance if you want the thing to reach to its maximum range). Being able to specify the gravity the projectile obeys would be highly useful for high trajectory weapons that need to arrive at the target faster.
Posted: 24 Mar 2007, 09:12
by Zpock
I wanna set what angle it shoots at. High trajectory is too high, and the only choice is to set it to flat trajectory, thats too low, or make it a missile weapon like gundam tanks that look stupid.
Posted: 24 Mar 2007, 09:15
by KDR_11k
Also arcing missiles don't aim correctly when the shooter and target are at different heights. Oh, right, should bug-report that.
Posted: 24 Mar 2007, 09:19
by Zpock
Realised setting the angle and velocity of the weapon kind of decides where it will land, following strict physics... hmmmm *goes off experimenting with weapon velocity*
Either gravity has to give (not be constant), use fake physics (kind of the same), or give up either the angle or weapon velocity... maybe introduce drag somehow
Posted: 24 Mar 2007, 20:46
by yuritch
I think variable starting velocity for ballistic shells would be a good solution. The targeting code would have to be changed, however, as there would be 2 variables to calculate (angle and velocity) instead of 1 (angle).
Btw, non-constans gravity and fake physics is the same thing :)
Posted: 24 Mar 2007, 21:11
by KDR_11k
Variable starting speed wouldn't allow as much freedom as custom gravity.
Posted: 25 Mar 2007, 03:09
by MadRat
I can understand why you want to control the Gravity. But I'd argue that unless the mod stipulates the weapon to follow map gravity, it should use a static gravity by default. This would allow you to use then the static, the map, or the custom defined gravities.
Posted: 25 Mar 2007, 07:03
by FLOZi
MadRat wrote:I can understand why you want to control the Gravity. But I'd argue that unless the mod stipulates the weapon to follow map gravity, it should use a static gravity by default. This would allow you to use then the static, the map, or the custom defined gravities.
Static gravities by default means low grav maps lose their point, really...
Posted: 25 Mar 2007, 08:13
by KDR_11k
No, it just means gravity only affects debries and other effects.
Static gravity as a default is stupid, though. Who knows whhat gravity you prefer? Just throw a MyGravity tag on there.
Posted: 25 Mar 2007, 09:37
by Zpock
Well the point of low gravity maps is to have funny effects on weapons... not just cosmetical stuff.
Posted: 25 Mar 2007, 10:10
by KDR_11k
Well, I certainly don't appreciate that. Especially since Comet Catcher is a highly popular map.
Posted: 25 Mar 2007, 11:02
by Forboding Angel
This would not be for TA mods zpock, your BA/xta/aa/llta/ca/whatthehelleverelseTA gameplay is safe.