The Complete Guide to Weapon Mechanics

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Comments

  • K!Dz.applePIEK!Dz.applePIE Posts: 1,050Player
    cant say it about west desk, but the lobby wall is still penetrable
  • SSKnecaboSSKnecabo Posts: 2,721Player
    What about the wooden walls in atrium? Used to be possible for sure.
  • K!Dz.applePIEK!Dz.applePIE Posts: 1,050Player
    cant tell, haven't encountered anyone doing it yet.
  • @cid.KillaDave@cid.KillaDave Posts: 3Player
    Thank you so mcuh for your grpahs they really helped my game play and where i am going to aim now.
  • ddra-ddra- Posts: 455Player
    Well done
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  • CaterPCaterP Posts: 190Developer
    BCPull wrote: »
    (The code's pretty weird right there. A function returns an int but is cast to float. That gets compared against 0.0 and then cast back to int for its last use. Maybe it dodges some bug with shots that would deal damage around 0 or 1 point? If not (and I suspect that's unlikely), it's unnecessary work that would be a 2-second fix for a programmer -- just initialize as an int and remove the casts back and forth. That, or it's a really weird decompiler error. Or that intermediate rounding isn't meant to happen after penetration, but then there are flaws in several pieces of code.)

    Fixed! Returned an INT but stored as a float. Not clear why it was setup that way.

  • -vortex-vortex Posts: 188Player
    BCPull wrote: »
    (The code's pretty weird right there. A function returns an int but is cast to float. That gets compared against 0.0 and then cast back to int for its last use. Maybe it dodges some bug with shots that would deal damage around 0 or 1 point? If not (and I suspect that's unlikely), it's unnecessary work that would be a 2-second fix for a programmer -- just initialize as an int and remove the casts back and forth. That, or it's a really weird decompiler error. Or that intermediate rounding isn't meant to happen after penetration, but then there are flaws in several pieces of code.)

    Fixed! Returned an INT but stored as a float. Not clear why it was setup that way.
    Being a programmer myself I can guess why it was coded like that...


    "Why did you code it like that?"
    "I... It was 3am, I was drunk, and it compiled. So I went with it."
    "Well for the love of god don't touch it then, we don't have time to go back and fix that if it breaks. The end users will probably never see the code anyways."
    TheTots wrote:
    I think this thread has run it's course......
  • Frig!d..Frig!d.. Posts: 41Player
    BCPull wrote: »
    (The code's pretty weird right there. A function returns an int but is cast to float. That gets compared against 0.0 and then cast back to int for its last use. Maybe it dodges some bug with shots that would deal damage around 0 or 1 point? If not (and I suspect that's unlikely), it's unnecessary work that would be a 2-second fix for a programmer -- just initialize as an int and remove the casts back and forth. That, or it's a really weird decompiler error. Or that intermediate rounding isn't meant to happen after penetration, but then there are flaws in several pieces of code.)

    Fixed! Returned an INT but stored as a float. Not clear why it was setup that way.
    Being a programmer myself I can guess why it was coded like that...


    "Why did you code it like that?"
    "I... It was 3am, I was drunk, and it compiled. So I went with it."
    "Well for the love of god don't touch it then, we don't have time to go back and fix that if it breaks. The end users will probably never see the code anyways."


    The truth, in this post...
  • Bam4DBam4D Posts: 976Player
    edited July 2015
    I feel the GUIDE is missing something. ;) Wish BCPULL would do a little more homework. :*

    Those Clueless to sarcastic humor
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  • SacchoSaccho Posts: 1,577Player
    Bam4D wrote: »
    I feel the GUIDE is missing something. ;) Wish BCPULL would do a little more homework. :*
    A little more detail would be helpful... Turnaround time has been pretty quick when others have found issues or suggested changes, but I can't work off of "do more homework".
  • ddra-ddra- Posts: 455Player
    BCPull wrote: »
    Bam4D wrote: »
    I feel the GUIDE is missing something. ;) Wish BCPULL would do a little more homework. :*
    A little more detail would be helpful... Turnaround time has been pretty quick when others have found issues or suggested changes, but I can't work off of "do more homework".

    He probably means something to do with minimal HUD.
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  • SacchoSaccho Posts: 1,577Player
    BCPull wrote: »
    Bam4D wrote: »
    I feel the GUIDE is missing something. ;) Wish BCPULL would do a little more homework. :*
    A little more detail would be helpful... Turnaround time has been pretty quick when others have found issues or suggested changes, but I can't work off of "do more homework".

    He probably means something to do with minimal HUD.
    You could be right.

    There are a few things (enemy weapons, for example, or details on the sway system) that are bare-bones or left off right now because we know the systems are going to be significantly changed with release. HUD is one such system that's being updated.

    There's also much less behind-the-scenes detail to go into with the HUD. I wrote this less as a general guide for the beginning player and more for the people that already know the basics and are curious about the inner workings. That's why there aren't sample sight pictures or that sort of thing; that info is already extremely accessible.
  • Dct.F|LeventeDct.F|Levente Posts: 624Player
    edited July 2015
    Sorry for getting the topic on it's tracks again, but I've did a quick research and found a sniper-only penetration spot on Slums. (The concrete floor of the broken building.)
    http://steamcommunity.com/profiles/76561198046748844/screenshots/
    This spot might have some practical value: you can shoot the bomb planter/defuser from above.
    I suppose there are many/some more objects with similar properties, but they are not that easy to find (you basically have to search by hand) I'm lazy. If you want, I can try to get more.
    Theory and reality are not that different. In theory.
  • SacchoSaccho Posts: 1,577Player
    Sorry for getting the topic on it's tracks again, but I've did a quick research and found a sniper-only penetration spot on Slums. (The concrete floor of the broken building.)
    http://steamcommunity.com/profiles/76561198046748844/screenshots/
    This spot might have some practical value: you can shoot the bomb planter/defuser from above.
    I suppose there are many/some more objects with similar properties, but they are not that easy to find (you basically have to search by hand) I'm lazy. If you want, I can try to get more.

    If you're "fluent" in the full version of the map editor, you can open a map, find the AAPhysMats package in the content browser, and search for objects in the open map using the supplied material. The materials are named something like "0_WordWordWordMetal" and the number is a fast way to see their penetration cost. It's not perfect, but it's the best way I've found.

    Thanks for finding that spot on Slums :)
  • Dct.F|LeventeDct.F|Levente Posts: 624Player
    edited July 2015
    BCPull wrote: »
    Sorry for getting the topic on it's tracks again, but I've did a quick research and found a sniper-only penetration spot on Slums. (The concrete floor of the broken building.)
    http://steamcommunity.com/profiles/76561198046748844/screenshots/
    This spot might have some practical value: you can shoot the bomb planter/defuser from above.
    I suppose there are many/some more objects with similar properties, but they are not that easy to find (you basically have to search by hand) I'm lazy. If you want, I can try to get more.

    If you're "fluent" in the full version of the map editor, you can open a map, find the AAPhysMats package in the content browser, and search for objects in the open map using the supplied material. The materials are named something like "0_WordWordWordMetal" and the number is a fast way to see their penetration cost. It's not perfect, but it's the best way I've found.

    Thanks for finding that spot on Slums :)

    Oh my, I'm such an idi*t. :lol: I was googleing 'select based on physical material' (a lot earlier for myself) with no results, and there is a big shiny button what can do this (and many other stuff). Well, I'm completely self-learning the UDK editor, this method has it's drawbacks. :wink:
    What I was doing is: select the Physical Material->list objects what reference to this object->it gives me Material names->copy-paste a name and search for it->select given material->list objects what reference to this object->it gives me a list of StaticMeshes. This is how I found that spot on Slums.
    Thanks a lot for this tip!
    Theory and reality are not that different. In theory.
  • [qbc]Seb[qbc]Seb Posts: 3Player
    Q. Are bullets affected by gravity?
    A. Yes, bullets drop over long distances. You may have to aim slightly above where you want to hit for long-distance shots.

    Really ?
  • Duke_AudiDuke_Audi Posts: 348Beta Tester
    [qbc]Seb wrote: »
    Q. Are bullets affected by gravity?
    A. Yes, bullets drop over long distances. You may have to aim slightly above where you want to hit for long-distance shots.

    Really ?

    As mentioned, yes there is bullet drop over distance. However, you have to be on a very large map to see it's effect.
    I know it's hard to see but in my signature the scope view shows the centre dot just above and ahead of the target who was moving towards the flag. This was on an early build of Keebler750's HUGE All Terrain UMM. I think it was 230 meters to the flag.

    scope%20view_zpssj2qvjbp.jpg

    015c0ab623b454cffe80c9c007fbb62f21aeac80.jpg
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