Wind affected projectiles!

Making or wanting help making your own asset? Check in here
RUSSIAN147
Posts: 109
Joined: 2009-10-17 09:10

Re: Wind affected projectiles!

Post by RUSSIAN147 »

Excellent usual man, your work is refreshing and insightful. Well done.
"I'd like to see you run faster than my 124gr JHP"
dodek96_pl
Posts: 45
Joined: 2010-11-19 15:14

Re: Wind affected projectiles!

Post by dodek96_pl »

Ok, I know what's wrong. The start delay is not the delay since the start of the round, but since start of bullet flight... so ATM if the bullet flies for 30 seconds, the "wind" direction for it changes :P So I would have to come up with some other way to make forecasts.
If you think something is impossible, let someone who doesn't know that do it ;)
|HBD|Bad_santa12345
Posts: 23
Joined: 2011-11-30 11:35

Re: Wind affected projectiles!

Post by |HBD|Bad_santa12345 »

You could use python to change the "wind" direction and speed on the server side over time or even randomize it for each round. But then there would be problems with tracers having different trajectories than actual bullets because the client would have different wind settings. Only way i can think of for fixing that is to send client commands from python. I have no idea how to accomplish it other than using third party executables on both the server and client. It is something that the devs of Operation Dead Dawn have figured out. Operation Dead Dawn mod for Battlefield 2 - Mod DB
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Wind affected projectiles!

Post by rushn »

wow great job
RUSSIAN147
Posts: 109
Joined: 2009-10-17 09:10

Re: Wind affected projectiles!

Post by RUSSIAN147 »

|HBD|Bad_santa12345 wrote:You could use python to change the "wind" direction and speed on the server side over time or even randomize it for each round. But then there would be problems with tracers having different trajectories than actual bullets because the client would have different wind settings. Only way i can think of for fixing that is to send client commands from python. I have no idea how to accomplish it other than using third party executables on both the server and client. It is something that the devs of Operation Dead Dawn have figured out. Operation Dead Dawn mod for Battlefield 2 - Mod DB
Gotta love Dead Dawn, looks bad ***. :evil:
"I'd like to see you run faster than my 124gr JHP"
FrostZeroOne
Posts: 132
Joined: 2012-04-05 18:32

Re: Wind affected projectiles!

Post by FrostZeroOne »

would be great in my opinion... marksmen and snipers going to have a little challenge instead of aiming and firing like COD robots...
Image
paul161616
Posts: 377
Joined: 2008-07-08 17:24

Re: Wind affected projectiles!

Post by paul161616 »

if this does end up being worked out, it would go along perfectly with the deviation changes the devs are making. internet high five! :29_slaps: you missed
Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: Wind affected projectiles!

Post by Gosu-Rizzle »

Sounds interesting. Good luck getting it working.
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: Wind affected projectiles!

Post by Alek-say »

Is this ballistic system going to be for the whole weapons? Assault rifles, pistols, tanks etc?
Image
Image
Doc.Pock
Posts: 2899
Joined: 2010-08-23 14:53

Re: Wind affected projectiles!

Post by Doc.Pock »

well it affects every object you put the code on so yes i hope
Alek-say
Posts: 349
Joined: 2010-11-27 20:17

Re: Wind affected projectiles!

Post by Alek-say »

Me too. But, if there will be ballistic system, so it will be difficult to aim on long distance without scope. In grenade launcher you can set the distance( 100m, 200m, 300m...). So, such aiming set system could be good for non scope rifles, isn't it?
Image
Image
Post Reply

Return to “PR:BF2 Community Modding”