Difference between revisions of "Talk:Projectile"

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(Projectile explosion timer: new section)
 
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:For normally shot projectiles, force doesn't affect damage.  Projectiles (misc items) launched with the Rock-It Launcher do damage based on the havok sim for that misc item.
 
:For normally shot projectiles, force doesn't affect damage.  Projectiles (misc items) launched with the Rock-It Launcher do damage based on the havok sim for that misc item.
 
:--[[User:Quetzilla|Quetzilla]] 07:24, 19 December 2008 (UTC)
 
:--[[User:Quetzilla|Quetzilla]] 07:24, 19 December 2008 (UTC)
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== Hitscan checkbox pointless? ==
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It seems that the Hitscan doesn't do anything, at least for me.  I unchecked it to try and make it so the Magnum bullets are actually visible and not the tracer rounds, and nothing.  If I use "[[SetGlobalTimeMultiplier]]" to less than 1, then I can see an obvious time duration between firing a gun and the hit of a bullet on the surface. --[[User:MadCat221|MadCat221]] 04:36, 25 August 2009 (UTC)
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:The definition in the article appears to be wrong.  From what I've observed, think of hitscan like "precomputing the collision", rather than as not drawing the art.  Collision detection is computationally heavy.  Drawing a 3D model is not.
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:Rather than simulating the projectile on a frame-by-frame basis, it makes a single raytrace to determine the impact, then delays that impact according to flight speed.  Try this with a sniper rifle -- line up your crosshairs so a moving target at maximum draw distance will pass through the crosshairs.  Drop the scope and don't touch the mouse in any way -- you are lined up along the same shot, but are using the auto-aim cursor instead of the sniper rifle crosshairs.  Pull the trigger exactly while the target is centred in the crosshairs, when the auto-aim cursor turns red.  The enemy will continue on, well past the crosshairs, and when the projectile reaches the target's distance, the target will fall and die even though it is no longer anywhere near where the bullet ended up.  In other words, the game already computed that you hit the enemy as soon as you pulled the trigger, and then delayed the impact accordingly.  The flying projectile is something pencilled in to make it seem transparent to the end user.
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:This is how it works in your example, too -- the game instantly computes the impact against the object, but only applies the impact after flight time elapses.  A potential test case would be to have a slow projectile set as hitscan.  Shoot a wall or something just a fraction of an inch in front of a target that is about to move into the line of fire.  I'd wager that the bullet will appear to pass straight through the target and impact the wall.
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:--[[User:JT|JT]] 11:00, 8 April 2010 (UTC)
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::Oh, to clarify, the actual bullet models aren't drawn outside of VATS mode.  When I say "bullet" above, I'm referring to the tracers only. --[[User:JT|JT]] 15:37, 9 April 2010 (UTC)
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== Projectile explosion timer ==
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It looks like the projectile explosion timer value is quite random... I tried to add a custom mine with a 30 seconds fuse, and the mine kept exploding 3 seconds after being stepped on.
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I managed to set the fuse to roughly 30 seconds by setting the timer value to 220.
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Upon testing on random Megaton citizens, the timer still appears to vary between 28 and 33 seconds. When activated by super-mutants, the mine sets off after only a few seconds. Maybe the game engine has a timer formula that takes the explosives skill of the victim into account, and defaults to 3 seconds if the entity triggering it is a monster with no AV/skills... I'm not good enough at scripting to be able to fix this.
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[[User:Gentlekid|Gentlekid]] ([[User talk:Gentlekid|talk]]) 05:02, 9 October 2013 (EDT)

Latest revision as of 04:02, 9 October 2013

Does Impact Force affect damage as well or just ragdoll physic? --reinhart_menken 01:46, 19 December 2008 (EST)

For normally shot projectiles, force doesn't affect damage. Projectiles (misc items) launched with the Rock-It Launcher do damage based on the havok sim for that misc item.
--Quetzilla 07:24, 19 December 2008 (UTC)

Hitscan checkbox pointless?

It seems that the Hitscan doesn't do anything, at least for me. I unchecked it to try and make it so the Magnum bullets are actually visible and not the tracer rounds, and nothing. If I use "SetGlobalTimeMultiplier" to less than 1, then I can see an obvious time duration between firing a gun and the hit of a bullet on the surface. --MadCat221 04:36, 25 August 2009 (UTC)

The definition in the article appears to be wrong. From what I've observed, think of hitscan like "precomputing the collision", rather than as not drawing the art. Collision detection is computationally heavy. Drawing a 3D model is not.
Rather than simulating the projectile on a frame-by-frame basis, it makes a single raytrace to determine the impact, then delays that impact according to flight speed. Try this with a sniper rifle -- line up your crosshairs so a moving target at maximum draw distance will pass through the crosshairs. Drop the scope and don't touch the mouse in any way -- you are lined up along the same shot, but are using the auto-aim cursor instead of the sniper rifle crosshairs. Pull the trigger exactly while the target is centred in the crosshairs, when the auto-aim cursor turns red. The enemy will continue on, well past the crosshairs, and when the projectile reaches the target's distance, the target will fall and die even though it is no longer anywhere near where the bullet ended up. In other words, the game already computed that you hit the enemy as soon as you pulled the trigger, and then delayed the impact accordingly. The flying projectile is something pencilled in to make it seem transparent to the end user.
This is how it works in your example, too -- the game instantly computes the impact against the object, but only applies the impact after flight time elapses. A potential test case would be to have a slow projectile set as hitscan. Shoot a wall or something just a fraction of an inch in front of a target that is about to move into the line of fire. I'd wager that the bullet will appear to pass straight through the target and impact the wall.
--JT 11:00, 8 April 2010 (UTC)
Oh, to clarify, the actual bullet models aren't drawn outside of VATS mode. When I say "bullet" above, I'm referring to the tracers only. --JT 15:37, 9 April 2010 (UTC)

Projectile explosion timer

It looks like the projectile explosion timer value is quite random... I tried to add a custom mine with a 30 seconds fuse, and the mine kept exploding 3 seconds after being stepped on.

I managed to set the fuse to roughly 30 seconds by setting the timer value to 220.

Upon testing on random Megaton citizens, the timer still appears to vary between 28 and 33 seconds. When activated by super-mutants, the mine sets off after only a few seconds. Maybe the game engine has a timer formula that takes the explosives skill of the victim into account, and defaults to 3 seconds if the entity triggering it is a monster with no AV/skills... I'm not good enough at scripting to be able to fix this.

Gentlekid (talk) 05:02, 9 October 2013 (EDT)

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