Piat/Panzer/Bazooka this motherfuckers.
Ok. I just want to get this out of my system once and for all. THE FUCKING ROCKETS EXPLODE AND KILL YOU IF IT GOES OFF 2 INCHES FROM YOU. Ahh..that feels better. Here are some videos. Notice the immediate blast radius. The immediate area isn't necessarily the only kill zone either as shrapnel expelled from the blast can kill you for quite a ways.
WW2 Panzer on tank WW2 Panzer on open field Educational - Bazooka/Piat/Panzerfaust/Panzerschrek Please note the high explosive power around where the shell impacts. The fact that it was used to take down buildings. Pierce AND explode. |
i would like to increase the radius of the rockets in game as it really gets me when you hit right next to a guy and your luck if it does 10dmg... just havent bothered to actually see if i can do anything bout it :-\
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<3
I would force Johnny to do disgusting and humiliating things for you if you increased the radius. ;x
EAT THE HAGGIS BOY! EAT IT! |
its probably similar to detecting grenades..
but actually telling when it explodes is the part i have figured out.. (but i havent tried in months) and the damage i would probably have to fake and i dont really like using that for stuff (like the rock & tackle etc...) as it makes extra steps to get it to work correctly with psychostats (and might be more of a hassle being these weapons already exsist in the game..) ..but im also a lazy fuck when it comes to new plugins now lol |
dude if it lands within 10 feet of you it should blow the shit out of you. i hate how grossly undercompensated it is as far as being real.
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register_event
Shouldn't be too hard. Just hook the Damage event, check and change it there, yeah?
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register_event("Damage", "on_Damage", "b", "2!0") Ok..it depends on if the damage is applied immediately and you only get the ass end of the routine...or if the hook is put at the END of the damage routine..but before it's applied. If it applies before the event hooks it...then it might be doable with fakemeta forward FM_Think or FM_PlayerPostThink. |
i would need to come up with a formula (and i am awful with math lmao..) to calculate the 'decay' of the new damage thru the new radius.. as the way i did damage decay in my explosives beta is extremely sloppy and horrible lol
also i dont see any reason to register the damage as the primary aspect is to add damage to those who wouldnt get damage.. and detecting who DID get damaged (im assuming i dont know all the args of the damage event) isnt really a priority to begin with... i havent really put any thought into it at all.. but im not totally sure on the best way to detect the origin of the explosion.. might be able to use CurWeapon to catch the rocket being fired and then find the rocket entity and keep updating its origin till it no longer exists, and hope that the last origin it gave was the hit point.. could also use traceline to get the origin where the player is aiming since rockets are pretty consistent on going straight & being accurate.. but then that wouldnt always work as the rocket could clip a wall or sandbag and explode and not actually make it to the traceline hitpoint.. but that still creates the problem of determining when the actual thing blows up.. oh well i just got home from work and dont wanna bother with any of this stuff lol.. :-P so why dont you figure it all out and let me know when its done lol |
i agree
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the last video tells us all about the pen. of the rocket... so if it hits the floor... it would probably blast away youre feet, but only if you were in front of the rocket... if the rocket hit the wall behind you... you'd just get the bits of wall scattering on youre back right?
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Sometimes, I wonder about myself.
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