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Author Topic: Infected Slaughter: Grab a friend, B5_01 is on it's way!  (Read 44246 times)
SkeleDude
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« Reply #570 on: August 22, 2011, 12:02:10 am »

I want to convert to hit scan, how do I make my bullets hitscan.
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Yeah so now I have an idea


« Reply #571 on: August 22, 2011, 12:03:10 am »

Basically you send out infident rays (like the sniper rifle) and just draw some random lines to resemble bullets (randomized obviously)

while syncing it you'd need to just sync the angle you're aiming at and your xy positions

making it hitscan still has issues in terms of latency, as with high latency your bullets might toally miss all the zombies but actually hit or vice versa but it also allows lag compensation more easy in the future, and this issue exists with projectile based weapons except even worse
« Last Edit: August 22, 2011, 12:04:18 am by NAGN » Logged



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« Reply #572 on: August 22, 2011, 12:08:12 am »

uhm I think most people know by now that projectiles aren't synced in like any game ever (Even tf2)

I didn't know this. This is why I need a good beginners networking tutorial.
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SkeleDude
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« Reply #573 on: August 22, 2011, 12:10:38 am »

I have no concerns for mutiplayer, I just want to know how to code a collision line from the player's direction to hit the first object it meets and if it's a zombie ,subtract its health.
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Yeah so now I have an idea


« Reply #574 on: August 22, 2011, 12:15:11 am »

check out the sniper hitscan code from the gg2 source in user defined 1 of the rifle weapon
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[im
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Yeah so now I have an idea


« Reply #575 on: August 22, 2011, 12:15:40 am »

uhm I think most people know by now that projectiles aren't synced in like any game ever (Even tf2)


I didn't know this. This is why I need a good beginners networking tutorial.

try this

http://www.gameproducer.net/2006/12/16/planning-is-essential-in-writing-multiplayer-network-code/
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Machidro
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« Reply #576 on: August 22, 2011, 12:51:51 am »

uhm I think most people know by now that projectiles aren't synced in like any game ever (Even tf2)


I didn't know this. This is why I need a good beginners networking tutorial.

try this

http://www.gameproducer.net/2006/12/16/planning-is-essential-in-writing-multiplayer-network-code/

This is helping significantly. NAGN is credit to team.  c1
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« Reply #577 on: August 22, 2011, 01:15:07 am »

So, skele, you like my description better? I mean, you haven't changed it back.
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Dusty
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« Reply #578 on: March 05, 2012, 11:48:38 pm »

Quote
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.
Phsss.
I am the Resurrector of Topics.
and the new coder for Infected Slaughter.

Hi.
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SkeleDude
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« Reply #579 on: March 06, 2012, 12:30:54 am »

So yea there wont be another update till late February to early March due to school stuff  Drolling


Hey guys, I actually made a build quite some time ago but never released it for some reason, so here you og <3

http://www.mediafire.com/?wgia6d7l2ic89mm
« Last Edit: March 06, 2012, 12:33:53 am by SkeleDude » Logged

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« Reply #580 on: March 06, 2012, 12:49:02 am »

Quote
here you og
Anyways, this is gonna be weirdish for me, as I am more or less skele's code bitch.
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Machidro
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« Reply #581 on: March 06, 2012, 01:42:54 am »

A few comments and glitches in the build:

Grenades don't currently work.

Darkness mode is quite nice, was exactly what I was aiming for with one of the Soviet undead builds, but just didn't pan out with such a laggy extension I used.

3D motion isn't mapped relative to current aim position, so pressing W doesn't mean you're walking forward, it means you are walking in the positive y direction, regardless of aiming direction.

Updated code might be added to soviet undead as well, have to keep pace with times.

Also, what was player john?
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SkeleDude
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« Reply #582 on: March 06, 2012, 02:58:33 am »

I should have mentioned I never actually finished that build.

Grenades are incomplete, but they would work as they did in the b2 series.
Level "Chambers" was given a complete overhaul, introducing a flashlight and more chambers.
The blank level was just me screwing around with 3d, but I never managed to figure out how make it work properly.
From what I call I mostly just added more comments into the code with a few clean ups here and there, you won't get caught on walls anymore I think.
John is the default and currently only playable character.
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« Reply #583 on: March 06, 2012, 03:49:20 am »

I still think 3D is cool and if possible should be added simply, if you still care.

That's what I mean, collision code appears to be better, I went out of my way to attempt to get myself lodged in things, didn't succeed.
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« Reply #584 on: March 06, 2012, 09:20:40 am »

Game maker 3D just isn't worth it in my opinion.
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