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RUNNING WITH RIFLES Multiplayer

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PostPosted: Wed Jul 18, 2012 11:29 am 
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Fate wrote:
pasik wrote:
To visualize the cone correctly, I guess it's more difficult than it sounds. It would have to represent a volume with depth, as obviously you might be positioned so that you can't shoot at the ground behind an obstacle, but you can shoot at something behind and above the obstacle.


What if this visual occlusion-detector wasn't a cone, but was something more dynamic. With a button press you could send out an "imaginary" wave from your gun (because that's where bullet collision calculations start, no?) in the direction of your crosshair. The said wave will collide and disappear where bullets would hit and pass through anything the bullets would.

I can make a GIF for late to demonstrate.


Sure, make the GIF :) I still think the "imaginary wave" has to be a 3D-sphere boundary, as you can shoot in three dimensions in RWR.

Even the target you give with your crosshair isn't a single position, it's a ray from the screen through world to ground. The soldier just has to guess which position you meant on that line which has infinite amount of positions.

The shooting line OzyThesage presented is pretty much the only simple way to help with this, other solutions involve heavy graphics stuff that may ruin the immersion or a rotating camera or a first person or a third person mode. I just don't fancy the line that much, I'd need to spend some time with it to try if it can be made less offensive by using transparency or something else. I've also said that perhaps it could be added as a laser sight for a certain weapon type.


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PostPosted: Wed Jul 18, 2012 12:38 pm 
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an option for the line as ozy described with line intensity sliders would allow full customization of the line.

ComJak

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PostPosted: Wed Jul 18, 2012 2:26 pm 
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http://i.imgur.com/SKIKM.gif

Here is the GIF I promised. I apologize for shoddy worksmanship, but I hope it manages to display what I meant. Also, due to my poor skills, it actually displays the pulses in a cylindrical way, rather than spherical (which should be used) way.

The pulses get "stuck" in anything that obstructs the view, painting what can be shot, green and what cannot be, red.

I made several 2d pulses at different heights to emulate the 3d nature of what I meant. (Imagine all the pulses going off in a sperical way, at once, "painting" obstructions on the way)


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