Author Topic: weapon power  (Read 4926 times)

Offline [BTF]Gator

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Re: weapon power
« Reply #15 on: October 06, 2010, 05:13:30 AM »
Great explanation quadz, thanks!

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Offline peewee_RotA

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Re: weapon power
« Reply #16 on: October 07, 2010, 04:57:05 AM »
God... that quadz guy is SUCH a show off.  Here we are, perfectly content with our naive discussion, and he has to barge in here with his "knowledge" and ruin all the fun.  :dohdohdoh:

(And the survivor will get hit one final time with full damage, after which the trace can finally move forward.)

I guess this means in the case of one of the entities being a corpse, and the other a player, the player will take 200 damage, or double the normal rail amount?

Corpses can have armor. I can't remember the Gib Health for a player, but I'm sure that it's 35. I know that 1 blaster shot will not gib a body, so it's got to be above 15.

So if a player dies with 100 red armor remaining, then this would happen twice.

I actually wasn't aware that the overlapping happened. That's fascinating.

I always thought that the Easter Tank crash was a masking issue and not because of overlapping.
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Offline Punk_FAS

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Re: weapon power
« Reply #17 on: October 07, 2010, 07:46:22 AM »
I always thought that the Easter Tank crash was a masking issue and not because of overlapping.

What in the world is that?
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Offline Slayer :D

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Re: weapon power
« Reply #18 on: October 07, 2010, 10:51:55 AM »
Here it is.
(The demo is how to get there.)
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Offline [BTF] Reflex

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Re: weapon power
« Reply #19 on: October 07, 2010, 12:40:46 PM »
Gotta show those chrome pasties in their full glory :)

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Offline peewee_RotA

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Re: weapon power
« Reply #20 on: October 07, 2010, 04:50:22 PM »
I always thought that the Easter Tank crash was a masking issue and not because of overlapping.

What in the world is that?

The entity for the tank is actually called "Easter Tank" for "Easter Egg" ... Tank
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Offline [BTF] Reflex

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Re: weapon power
« Reply #21 on: October 08, 2010, 04:59:31 AM »
Maybe he was more confused my the masking term than the tank,  I know I was.
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Offline Punk_FAS

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Re: weapon power
« Reply #22 on: October 08, 2010, 08:21:34 AM »
Wonder no more!  I was referring to the "Easter Tank".  I didn't know what he was referencing.

Edit:  Thanks for the clarification btw   :rockon:
« Last Edit: October 08, 2010, 04:36:21 PM by Punk_FAS »
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Offline peewee_RotA

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Re: weapon power
« Reply #23 on: October 08, 2010, 03:33:50 PM »
Wonder no more!  I was referring to the "Easter Tank".  I didn't know what he was referencing.
:beer:

Masking is just a flag to tell the trace what kind of surfaces to consider an end point. You can mask water, BBOX entites, walls, in and out as needed.
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Offline [BTF] Reflex

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Re: weapon power
« Reply #24 on: October 08, 2010, 07:39:04 PM »
I am under a mission to see just how many stairs I can get the violator on whale to go through,  neat effect - all the explosions from each entry point.
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Offline peewee_RotA

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Re: weapon power
« Reply #25 on: October 08, 2010, 07:48:09 PM »
I am under a mission to see just how many stairs I can get the violator on whale to go through,  neat effect - all the explosions from each entry point.

Chances are this is based off of an old Ninja of Comp tutorial
http://webadvisor.aupr.edu/noc/Othertutorials/AllOtherTuts/Wall%20Piercing.htm

What happens is that it does a normal MASK_SHOT, which will stop for walls. When it hits a wall it just scales the end point forward by 10 quake units until it reaches a point in space that is not in a solid spot, at which point it fires a new rail shot.

This specific example goes through 100 unit thick walls.


Most of the original WOD and many of the original LOX functionalities are based on QDevels, Maj. Bitch, and Ninja of Comp tutorials. In fact I think that the original WOD programmer was a QDevels contributor.



So the point of this is to note that the railgun trace that is being made by the violator does not ignore solid surfaces in it's mask, as notable by the fact that it will add the explosion entities. The other point is that this is a error prone and laggy piece of code. It's not quite as bad as it could be, but running an arbitrary scale and point contents check an arbitrary number of times is just asking for performance issues and infinite loops.
« Last Edit: October 08, 2010, 07:52:04 PM by peewee_RotA »
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Offline [BTF] Reflex

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Re: weapon power
« Reply #26 on: October 08, 2010, 07:51:01 PM »
Not happy till it's broken I guess  ;)
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Offline WHO?

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Re: weapon power
« Reply #27 on: October 08, 2010, 08:57:11 PM »
I was on dm just now, there were only 3 of us in there playing on q2dm8. I had red armor and full health, yet was taken out with a single rail shot. Is this possible?

short answer is yes, rellevant to the server side setting ie: set damage_railgun  <insert damage here> we've run ours at anything up to 400 at times, awesome for gib effects, no carcase remnants. players with shitloads of armour wasted in a hurry, run it at for example 100 & it takes a couple of hits for a fully loaded frag ... or run it at 99 really pisses off the insta players & rail whores :D
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Offline The Dreaming Dragon

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Re: weapon power
« Reply #28 on: October 17, 2010, 08:55:08 AM »
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Offline [BTF] Reflex

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Re: weapon power
« Reply #29 on: October 18, 2010, 04:54:57 AM »
I was on dm just now, there were only 3 of us in there playing on q2dm8. I had red armor and full health, yet was taken out with a single rail shot. Is this possible?

short answer is yes, rellevant to the server side setting ie: set damage_railgun  <insert damage here> we've run ours at anything up to 400 at times, awesome for gib effects, no carcase remnants. players with shitloads of armour wasted in a hurry, run it at for example 100 & it takes a couple of hits for a fully loaded frag ... or run it at 99 really pisses off the insta players & rail whores :D

But on the DM server the railgun should be set to default.  I know on the rail server it is set to whatever it takes to guarantee a gib.
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