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Bullet/Grenade/Rocket travel between rooms

 
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bmw
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 PostPosted: Sun Feb 24, 2008 2:37 pm    Post subject: Bullet/Grenade/Rocket travel between rooms Reply with quote Back to top

Ok, this is an issue that keeps popping up for me, and now that I've done some testing to try to determine exactly what controls ammo movement between rooms, I'm even more confused. My testing suggests that bullets actually behave differently than Grenades and rockets when it comes to travelling between rooms.

So does anybody out there understand the relationships between clipping, bg data, portals, and how they effect ammo travel?
 
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 PostPosted: Sun Feb 24, 2008 2:41 pm    Post subject: Reply with quote Back to top

My impression is this:
Primary indices cannot be shot through. Secondary indices can always be shot through. Clipping has nothing to do with bullet travel or rocket travel. Rockets and bullets should be the same in how they go between rooms?
 
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bmw
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 PostPosted: Sun Feb 24, 2008 3:00 pm    Post subject: Reply with quote Back to top

From what I've found, clipping DOES seem to have an impact.

For one of my tests - in my own level that I'm building - first off, I have deleted all portal data, so all rooms are visible.

Now, when I throw a grenade from a room that has clipping to a room that does not, the grenade goes right through the ground as if nothing was there. Then, when I clip the second room, the grenade lands on the ground and then explodes.

Bullets don't care whether or not clipping is present.
 
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 PostPosted: Sun Feb 24, 2008 3:04 pm    Post subject: Reply with quote Back to top

I don't know, I've had some weird stuff happen when the clipping isn't setup right. Bullets fired from your gun will go off in a different direction, usually attempting to make contact with something it considers valid. Also, mines and hand grenades can skip across an invisible floor, as you try tossing them down a shaft (Car Park tests). Rockets and grenades - and possibly mines - also explode on contact when they hit a tile, even if it isn't near a texture. I'm forgetting knives. They must react similarily.
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bmw
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 PostPosted: Sun Feb 24, 2008 3:50 pm    Post subject: Reply with quote Back to top

I'm hoping that once I properly put in all the portals and the clipping that the problems I'm having now go away.
 
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 PostPosted: Sun Feb 24, 2008 4:14 pm    Post subject: Reply with quote Back to top

Ah maybe clipping is there for bouncing with grenades?
 
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 PostPosted: Sun Feb 24, 2008 5:18 pm    Post subject: Reply with quote Back to top

I don't think so, because if I recall, you can throw a grenade at the mountains in the runway (which don't have any clipping) and it will bounce around on them.
 
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 PostPosted: Sun Feb 24, 2008 9:28 pm    Post subject: Reply with quote Back to top

The collision handling is seperate for gunfire and physical objects. Literally seperate, as in two completely seperate routines.

Gunfire is a vector drawn from source (an actor) outward in a given direction. It has a predefined range which is probably independant of scale, meaning the range is probably different for different sized stages.
Gunfire collisions are figured by a comparison with anything along it's line. It can *only* hit something that is visible in a primary DL. In other words, it impacts whatever is rendered to screen and obfuscates at the obfuscation borderline.

Object collision is different though. The object is an actual object, given a temporary object block data and everything. It uses standard object collisions, meaning that it tests to see if it collides with any object seen or unseen that is set to allow collision. It also collides with any primary DL - seen or unseen! In addition, because it has normal object properties it does compute its position in terms of stan clipping. That means that yes, like any other object, it will collide with clipping.
The terms of this are a bit unusual though. It's most similar to the glitch when a player slips out of the stage and has to reenter. Although falling over a boundry forces a recomputation of the current tile based on position, for immediate travel (ie from when thrown to first bounce) you can generally assume that the object is travelling much as if you walked from the current tile forward to the bounce point. That means that if there is a walkway overhead but no visible floor, the object will (with all likelyhood) go straight up, fall down, and smack you in the head. However, if you were standing on the walkway, it would explode at your feet, not beneath you on the ground below.

In other words, it's basically up to how quickly the tile recomputation occurs. For the most part assume that clipping holds even when the surface is not visible.
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