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2D with 3D elements
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Author:  Caithloki [ Fri Oct 07, 2011 4:51 am ]
Post subject:  2D with 3D elements

Is there a way to make a weapon have a miss ratio if the bullets hit the actor. kinda make it so people are more likely to miss a direct shot because the bullet was to far to the background or foreground of the target.

Example of what im thinking is you have two targets one a dummy or a colaltion soldier. The dummy would have a 35% miss ratio for direct hits well a soldier would have 20% because he was a bigger target. I find it would simulate the 3rd dimension into this 2 dimension game.

Sorry if i put this in the wrong fourm and if i make no sense :???:

Author:  ThorWedd [ Fri Oct 07, 2011 7:41 am ]
Post subject:  Re: 2D with 3D elements

Might be able to do it Via Script, just have a bullet that changes into a Non-Hitting depending on Weapon (Would be Simple'st) and then maybe further depending on the Objects in the way "Class"

Author:  XavierStudios [ Fri Oct 07, 2011 7:42 pm ]
Post subject:  Re: 2D with 3D elements

This is the right forum, don't worry.

As for this concept, it wouldn't be very balanced because automatic fire from an AK-47 is fairly inaccurate in it's own right. Adding in chance is not something you want to do as it'll just make it even more difficult for you.

Author:  ThorWedd [ Sat Oct 08, 2011 6:39 am ]
Post subject:  Re: 2D with 3D elements

Just saying, It would be balanced and would add a bit more Depth and reason to by a Coalition Assault rifle Over a Ak-47, Simply as it would Theoretically be a more Accurate rifle

If you wanted to go overboard, then Maybe even have the 3 dot Aim line kinda light-up? (Just a Random Idea) from left to right to signify if the Bullets gonna hit, Left or right



I dont know scripting in CC, but For a basic script would only need to check if 'WeaponTypeA' has shot and spawn Projectile based on & chance (Either a Non-Hit or a Hitting Projectile)

Author:  akblabla [ Sat Oct 08, 2011 8:27 am ]
Post subject:  Re: 2D with 3D elements

First off giving a constant 30% miss chance doesn't simulate 3d spread at all, what you want is to start with a fx. 10%*the diameter of the target (This is the only size describing variable we got access to through lua, and I think it describes pretty well how far it goes into the third dimension) hit chance then multiply it with distance^-2

I made something like this before, for personal use. It isn't hard really. I could remake it after the weekend if ya want ^^

Author:  Xery [ Sat Oct 08, 2011 2:31 pm ]
Post subject:  Re: 2D with 3D elements

akblabla wrote:
First of giving a constant 30% miss chance doesn't simulate 3d spread at all, what you wan't is to start with a fx. 10%*the diameter of the target (This is the only size describing variable we got access to through lua, and I think it describes pretty well how far it goes into the third dimension) hit chance then multiply it with distance^-2
I made something like this before, for personal use. It isn't hard really. I could remake it after the weekend if ya want ^^


Agree. Really simple by using random variable and SetWhichMOToNotHit.

Author:  akblabla [ Sat Oct 08, 2011 4:09 pm ]
Post subject:  Re: 2D with 3D elements

Attach this script to any bullet and it should hopefully work

Code:
function Create(self)

  self.Spread = 0.0001;
   
  for i = 1,MovableMan:GetMOIDCount()-1 do
    self.object = MovableMan:GetMOFromID(i);
    if self.object ~= nil then
      if math.random(0,100) > self.object.Diameter / SceneMan:ShortestDistance(self.object.Pos,self.Pos,SceneMan.SceneWrapsX).Magnitude^2 / self.Spread then
        print(i)
        self:SetWhichMOToNotHit(self.object,-1);
      end
    end
  end
end


Fiddle around with the self.Spread variable until it fits what you desire, current the spread makes it miss 90% of the shots at 1000 pixels which obviously is a bit overkill. Hope it helps :)

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