Tremulous Forum
General => General Discussion => Topic started by: rasz_pl on August 11, 2006, 12:11:23 am
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lasgun = laser = light = high temperature, hitscan != knockback
What do you think, a bug or not?
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lasgun = laser = light = high temperature, hitscan != knockback
What do you think, a bug or not?
=explosion or burning
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You are applying a "realistic type" argument about why the lasgun shouldn't have knockback. You should know by now that beeing realistic would require us to remove all knockback from all weapons except lucifer. The bullet energy is much better spent doing internal damage to the target than pushing it back a few milimeters.
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lasgun now has more knockback than rifle .. its sad even for a wonderland physics
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Yup, though it's funny to hear it from stof :P Mister "Money is unrealistic" ;)
As for your equality up there... I'm not so sure about light being equal to a gun... or knockback equalling an exclaimation mark :P
Alright, I'm not being helpful at all here =( How's about this:
Lasguns are fine the way they are and I haven't noticed any bugs with them. The alien could be recoiling in pain maybe.. or the high energy state of the matter due to photon bombardment, causes warping in space that makes it LOOK like the alien is moving away.
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The lasgun has knockback because the Quake engine is designed that way.
Any time you take damage from anything, you get knocked back in the opposite direction from the source of the damage. How high or how far you get knocked back is proportional to the angle and ammount of damage you take when something hits you.
This is why you sometimes "bounce" while falling as a human and why its hard to pounce as a dragoon when you're getting shot in the nose.
*rainbow* The more you know...
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Quake engine .
*cough*, maybe more the _Quake game code_, here tremulous, *cough*
On Quake3 the quake engine do even less than on a normal engine. Seems that a Quake3 engine dont have idea about rendering!, is the mod that render, and of course, have no idea of game rules, etc.
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The lasgun has knockback because the Quake engine is designed that way.
Any time you take damage from anything, you get knocked back in the opposite direction from the source of the damage. How high or how far you get knocked back is proportional to the angle and ammount of damage you take when something hits you.
This is why you sometimes "bounce" while falling as a human and why its hard to pounce as a dragoon when you're getting shot in the nose.
*rainbow* The more you know...
not true, knockback is trem driven variable
every class has different knockback parameter (its hard to knockback a tyrr)
that is exactly why you dont get a knockback form poison - its damage is indirect
-------------------------------------------------
if( !dir )
dflags |= DAMAGE_NO_KNOCKBACK;
else
VectorNormalize( dir );
// silly hack to give norf his knockbacking teslas
if( !strcmp( inflictor->classname, "team_human_tesla" ) )
knockback *= 4;
// ...and for goon pouncing
if( mod == MOD_LEVEL3_POUNCE )
knockback *= 3;
....
if( targ->flags & FL_NO_KNOCKBACK )
knockback = 0;
if( dflags & DAMAGE_NO_KNOCKBACK )
knockback = 0;
-------------------------------------------------
TADA, so all that should be done is add here
if( mod == MOD_LASGUN )
knockback = 0;
btw WHY :
// silly hack to give norf his knockbacking teslas
if( !strcmp( inflictor->classname, "team_human_tesla" ) )
knockback *= 4;
and not
if( mod == MOD_TESLAGEN )
knockback *= 4;
?? any DEV is reading this?
btw2: you wrote about bouncing from a high fall - that IS A BUG, and it seems to not be fixed hmm, I'l look in to it in a sec, fall damage should be indirect anyway. I hate when i bounce back from a high fall as adv.granger ...
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btw WHY :
// silly hack to give norf his knockbacking teslas
if( !strcmp( inflictor->classname, "team_human_tesla" ) )
knockback *= 4;
and not
if( mod == MOD_TESLAGEN )
knockback *= 4;
Maybe because the reactor damage is also "mod_teslagen" and you dont want knockback there. I have not checked that, trough...
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btw WHY :
// silly hack to give norf his knockbacking teslas
if( !strcmp( inflictor->classname, "team_human_tesla" ) )
knockback *= 4;
and not
if( mod == MOD_TESLAGEN )
knockback *= 4;
Maybe because the reactor damage is also "mod_teslagen" and you dont want knockback there. I have not checked that, trough...
im just compiling, and reac damage is MOD_REACTOR
edit: yep it works, im just submitting a patch for this hack + one for lasgun
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BTW, the rebound is an infamous Quake 3 bug and DeFrag players will not want it to be fixed ;)
IIRC, it happens when the frame before you touch the ground, you are 1/4 unit above the ground. At that point, you'll be knocked back at the same height you've started falling.
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BTW, the rebound is an infamous Quake 3 bug and DeFrag players will not want it to be fixed ;)
IIRC, it happens when the frame before you touch the ground, you are 1/4 unit above the ground. At that point, you'll be knocked back at the same height you've started falling.
wow, that could be one very annoying tyrant if he gets 1000fps
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BTW, the rebound is an infamous Quake 3 bug and DeFrag players will not want it to be fixed ;)
IIRC, it happens when the frame before you touch the ground, you are 1/4 unit above the ground. At that point, you'll be knocked back at the same height you've started falling.
wow, that could be one very annoying tyrant if he gets 1000fps
It only work once and you must have an horizontal velocity of 0. Well, not exactly 0 : there are other aspects of the bug that can be exploited when you are nearly falling verticaly ;)