wingdnosring
New Member
- Reaction score
- 16
Glad you like it.
How can I edit the grammar field to make it a clickable interface?
Actually, it's in three places. Two are used for actually firing grenades. The second one you are referring to is for the Aiming action while grenades are out. Try holding down the right mouse button with grenades selected.
[Edit]: I'd like to focus on the bullet height issue. If you jump into my sample map and try shooting at enemies with a rapid fire weapon (Plasma Turret is best for this test), you'll see that some bullets have a trail coming down to the bullet start point from midair. Also, when aiming downwards on ramps or upwards anywhere, you'll see bullets seem to start well above/below the player's unit. It's quite weird. Here's the applicable section of the trigger as it is so far in version 7:
I placed the wait in there as an experiment, but I really dislike having it in there. This loops through 14 players, so theoretically, the 14 player (assuming there are that many users) is going to be off by the wait * 14.
I've tried just about everything now. Points with Z offsets. Changing whether a unit ignores terrain height or not after creation, sending actor messages, and adding in Waits. I even tried creating a second bulletgroup that purely adjusted heights to reasonable levels before sending them off towards their targets. None of it seems to make a difference....
It seems to get worse if you're firing at a faster rate. If I use the WC-13 for instance, the effect is very rare, unless I aim incredibly high or low.
Is it possible that the problem is based off of this line?:
I'm wondering if the facing of Controlled Shooter is changing returning a z angle as well as the x,y. When he turns, he's forced to face a dummy unit that is in the air, so it's possible that it thinks his facing is upwards...maybe? I'm really grasping at straws at this point.
[Edit 2]: Nope, it's not...just tested for that. In fact, the game seems to think these bullets are always the same height, when they clearly aren't...
I don't even know how they're getting so high into the air...I mean, they start at height 0, so how can they suddenly be jumping to height 10? It couldn't be lateral acceleration or something, could it?
How can I edit the grammar field to make it a clickable interface?
You have more than one area that has the grenade algorithm, you forgot to remove the one that isn't functional?
Actually, it's in three places. Two are used for actually firing grenades. The second one you are referring to is for the Aiming action while grenades are out. Try holding down the right mouse button with grenades selected.
[Edit]: I'd like to focus on the bullet height issue. If you jump into my sample map and try shooting at enemies with a rapid fire weapon (Plasma Turret is best for this test), you'll see that some bullets have a trail coming down to the bullet start point from midair. Also, when aiming downwards on ramps or upwards anywhere, you'll see bullets seem to start well above/below the player's unit. It's quite weird. Here's the applicable section of the trigger as it is so far in version 7:
Code:
Variable - Set Bullet_Temp_Creation_Point_Play = (Shooter Positions[BulletCreationLoopPlay] offset by 0.14 towards ((Facing of Controlled Shooter[BulletCreationLoopPlay]) - 135.0) degrees)
Sound - Play WeaponSound[CurrentWeapon[BulletCreationLoopPlay]] for (All players) on Controlled Shooter[BulletCreationLoopPlay] with Z offset 0.6 (at 100.0% volume, skip the first 0.0 seconds)
Variable - Set BulletHeightTempPlay = (Ground height at Bullet_Temp_Creation_Point_Play)
Variable - Set BulletAngleTempPlay[1] = (WeaponBulletSpeed[CurrentWeapon[BulletCreationLoopPlay]] * 50.0)
Variable - Set BulletAngleTempPlay[2] = ((Distance between Shooter Positions[BulletCreationLoopPlay] and (Current camera target of player BulletCreationLoopPlay)) + 0.0)
Variable - Set BulletAngleTempPlay[3] = (Square root(((Power(BulletAngleTempPlay[2], 2.0)) + ((Power(BulletAngleTempPlay[1], 2.0)) - ((BulletAngleTempPlay[2] * 2.0) * (BulletAngleTempPlay[1] * (Cos(90.0))))))))
Variable - Set BulletAngleTempPlay[4] = (((Sin(90.0)) * BulletAngleTempPlay[1]) / BulletAngleTempPlay[3])
Unit - Create Burst Amount[CurrentWeapon[BulletCreationLoopPlay]] WeaponBulletType[CurrentWeapon[BulletCreationLoopPlay]] for player BulletCreationLoopPlay at Bullet_Temp_Creation_Point_Play facing ((Camera Yaw of Player(BulletCreationLoopPlay)) - BulletAngleTempPlay[4]) degrees (Ignore Placement)
Variable - Set BurstGroupPlay = ((Unit type of (Last created unit)) units in (Entire map) owned by player BulletCreationLoopPlay matching Required: Missile, with at most Any Amount)
General - For each integer BurstLoopPlay from 1 to (Number of Any units in BurstGroupPlay) with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Unit BurstLoopPlay from BurstGroupPlay) is in BulletGroups[BulletCreationLoopPlay]) == false
Then
Unit - Change (Unit BurstLoopPlay from BurstGroupPlay) height to (0.6 + (Ground height at Shooter Positions[BulletCreationLoopPlay])) over 0.0 seconds
Else
General - Wait 0.001 Game Time seconds
General - For each integer BurstLoopPlay from 1 to (Number of Any units in BurstGroupPlay) with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
((Unit BurstLoopPlay from BurstGroupPlay) is in BulletGroups[BulletCreationLoopPlay]) == false
Then
------- Aiming vs Hipfire
General - If (Conditions) then do (Actions) else do (Actions)
If
RightClickDown[BulletCreationLoopPlay] == true
Then
------- Aiming
Unit - Make (Unit BurstLoopPlay from BurstGroupPlay) face (((Camera Yaw of Player(BulletCreationLoopPlay)) - BulletAngleTempPlay[4]) + (Random real between (0.0 - (Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]] * 0.4)) and (Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]] * 0.4))) over 0.0 seconds
Variable - Set BulletHeightTempPlay = (Random real between (0.0 - (Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]] * 0.4)) and (Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]] * 0.4))
Else
------- Hipfire
General - If (Conditions) then do (Actions) else do (Actions)
If
WeaponFiringStyle[CurrentWeapon[BulletCreationLoopPlay]] == 1
Then
------- Bolt-Action
Unit - Make (Unit BurstLoopPlay from BurstGroupPlay) face (((Camera Yaw of Player(BulletCreationLoopPlay)) - BulletAngleTempPlay[4]) + (Random real between (0.0 - (Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]] * 10.0)) and (Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]] * 10.0))) over 0.0 seconds
Variable - Set BulletHeightTempPlay = (Random real between (0.0 - (Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]] * 10.0)) and (Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]] * 10.0))
Else
------- Other Firing Styles
Unit - Make (Unit BurstLoopPlay from BurstGroupPlay) face (((Camera Yaw of Player(BulletCreationLoopPlay)) - BulletAngleTempPlay[4]) + (Random real between (0.0 - Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]]) and Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]])) over 0.0 seconds
Variable - Set BulletHeightTempPlay = (Random real between (0.0 - Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]]) and Weapon Variation[CurrentWeapon[BulletCreationLoopPlay]])
Unit - Change (Unit BurstLoopPlay from BurstGroupPlay) height to (((Ground height at Bullet_Temp_Creation_Point_Play) + (0.6 + BulletHeightTempPlay)) + (((WeaponBulletSpeed[CurrentWeapon[BulletCreationLoopPlay]] * 83.3) * (0.0 - (Sin((Camera Pitch of Player(BulletCreationLoopPlay)))))) / (Sin((91.0 - (Camera Pitch of P over 5.0 seconds
Player - Modify player BulletCreationLoopPlay Minerals: Set To (ClipSize[CurrentWeapon[BulletCreationLoopPlay]] - Shots_Fired[BulletCreationLoopPlay])
Unit Group - Add (Unit BurstLoopPlay from BurstGroupPlay) to BulletGroups[BulletCreationLoopPlay]
Else
I placed the wait in there as an experiment, but I really dislike having it in there. This loops through 14 players, so theoretically, the 14 player (assuming there are that many users) is going to be off by the wait * 14.
I've tried just about everything now. Points with Z offsets. Changing whether a unit ignores terrain height or not after creation, sending actor messages, and adding in Waits. I even tried creating a second bulletgroup that purely adjusted heights to reasonable levels before sending them off towards their targets. None of it seems to make a difference....
It seems to get worse if you're firing at a faster rate. If I use the WC-13 for instance, the effect is very rare, unless I aim incredibly high or low.
Is it possible that the problem is based off of this line?:
Code:
Variable - Set Bullet_Temp_Creation_Point_Play = (Shooter Positions[BulletCreationLoopPlay] offset by 0.14 towards ((Facing of Controlled Shooter[BulletCreationLoopPlay]) - 135.0) degrees)
I'm wondering if the facing of Controlled Shooter is changing returning a z angle as well as the x,y. When he turns, he's forced to face a dummy unit that is in the air, so it's possible that it thinks his facing is upwards...maybe? I'm really grasping at straws at this point.
[Edit 2]: Nope, it's not...just tested for that. In fact, the game seems to think these bullets are always the same height, when they clearly aren't...
I don't even know how they're getting so high into the air...I mean, they start at height 0, so how can they suddenly be jumping to height 10? It couldn't be lateral acceleration or something, could it?