Yes but the client can tell the server, I fired and I fired AT the opponent and no where else.
---quake2/qcommon/common.c---void MSG_ReadDeltaUsercmd (sizebuf_t *msg_read, usercmd_t *from, usercmd_t *move){ int bits; memcpy (move, from, sizeof(*move)); bits = MSG_ReadByte (msg_read); // read current angles if (bits & CM_ANGLE1) move->angles[0] = MSG_ReadShort (msg_read); if (bits & CM_ANGLE2) move->angles[1] = MSG_ReadShort (msg_read); if (bits & CM_ANGLE3) move->angles[2] = MSG_ReadShort (msg_read); // read movement if (bits & CM_FORWARD) move->forwardmove = MSG_ReadShort (msg_read); if (bits & CM_SIDE) move->sidemove = MSG_ReadShort (msg_read); if (bits & CM_UP) move->upmove = MSG_ReadShort (msg_read); // read buttons if (bits & CM_BUTTONS) move->buttons = MSG_ReadByte (msg_read); if (bits & CM_IMPULSE) move->impulse = MSG_ReadByte (msg_read);// read time to run command move->msec = MSG_ReadByte (msg_read);// read the light level move->lightlevel = MSG_ReadByte (msg_read);}
Is it possible to narrow the spread of chaingun bullets?
My main argument is from the way the cg works. It fires in cycles. It has a warm-up, a cool-down, and a mid-firing cycle. Each has it's own damage per second, and they fire in a cycle. If you fire a cg into a wall you'll notice a kind of circle of bullets as you fire. The bots lock onto the center of the target while the game itself figures out where the circular pattern hits. But since the cg is actually a cycle, that means it has to do a check on the +attack toggle for each cycle, and the bot renews the lock-on for each individual cycle, so what you end up seeing if you're quick is the entire circle of chain bullets hitting the target and sort of sawing them.
The rest of the match is characterized by twitchy movement (which is odd...maybe for speed?) and accurate and smooth aim. If you look at the single fire weapon aiming it's dead on....rockets and SSG alike, but the second after he stops firing he goes back to twitchy all over the place movement.
Quote from: us/3r on July 02, 2006, 02:14:48 PMMy main argument is from the way the cg works. It fires in cycles. It has a warm-up, a cool-down, and a mid-firing cycle. Each has it's own damage per second, and they fire in a cycle. If you fire a cg into a wall you'll notice a kind of circle of bullets as you fire. The bots lock onto the center of the target while the game itself figures out where the circular pattern hits. But since the cg is actually a cycle, that means it has to do a check on the +attack toggle for each cycle, and the bot renews the lock-on for each individual cycle, so what you end up seeing if you're quick is the entire circle of chain bullets hitting the target and sort of sawing them.To clarify, the circle of bullets saws across the center of the target as the bot twitches to renew its lock-on through the cg cycles? So you would only notice that happening at the time the cycle is switching, right?
Anyways, if there's no visual indication... er... PROOF... that he's botting - then do we shift to accuracy information to determine a bot then? Somehow that doesn't seem fair but then again.... hard stuff to judge.