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velocity of bullets

Posted: Tue Aug 31, 2004 8:19 pm
by At0miC
I tried to change the bullet velocity, I looked in the weapon tik files but found nothing to change it.

Is there a way to change the bullet velocity? Or is it just "Click > Death" with no delay, so this game doesn't work with it.

Any suggestions?

At0miC

Posted: Tue Aug 31, 2004 10:47 pm
by Elgan
there are no bullets. not possible i dont reacon.

u can change the fire speed though/rate

Posted: Wed Sep 01, 2004 12:11 am
by tltrude
It might be one of these numbers.

----------------------------------------------------------------------------------
Thompson SMG: Max Eff. Range is 50 yds with a muzzle velocity of 805 ft/s. (.45 ACP round)

firespreadmult 0.08 0.35 200 0.25 // add falloff cap maxtime
movementspeed 1.0
----------------------------------------------------------------------------------
BAR: Max Eff. Range is 500 yds with a muzzle velocity of 2650 ft/s. (30-06 Springfield)

firespreadmult 0.38 0.61 200 0.6 // add falloff cap maxtime
movementspeed 0.9

Posted: Wed Sep 01, 2004 2:53 am
by AfterDeath
tltrude wrote:It might be one of these numbers.

----------------------------------------------------------------------------------
Thompson SMG: Max Eff. Range is 50 yds with a muzzle velocity of 805 ft/s. (.45 ACP round)

firespreadmult 0.08 0.35 200 0.25 // add falloff cap maxtime
movementspeed 1.0
----------------------------------------------------------------------------------
BAR: Max Eff. Range is 500 yds with a muzzle velocity of 2650 ft/s. (30-06 Springfield)

firespreadmult 0.38 0.61 200 0.6 // add falloff cap maxtime
movementspeed 0.9
I have little experience with weapon mods, so I recognize these. firespreadmult describes the "spread" pattern for a particular gun (something like that), while movementspeed refers to player movement speed while carrying that gun. In this case 0.9 means you move at 90% of your max speed (1.0) when carrying that gun.

I'm not sure about this one but I also think it is not possible. As far as I know you can only change speed of the rocket, but not bullets. "There are no bullets"

tracers

Posted: Wed Sep 01, 2004 3:23 am
by tltrude
What about the tracers? You can see them moving. Oh, wait, that is probably only an added effect, kind of like the muzzle flash. How about "firdelay"?

Posted: Wed Sep 01, 2004 3:49 am
by AfterDeath
I believe firedelay has to do with the interval between bullets being fired. For example, if the firedelay of an MG is set to 0.1, it will shoot 10 bullets per second.

For non-automatic weapons, it represents how long you have to wait til you can shoot again. If you were to set the firedelay of the mauser to that of the M1, both would shoot just as quickly. :D

Posted: Wed Sep 01, 2004 12:23 pm
by At0miC
Yea, I already understand there are no bullets.
It's just somekind of invisible line, starting from the player. Programmed that the line will move precise to a place where you will aim with you crosshair in for example first person. Some games work with time and distance (programmed) like when you aim on a target and shoot, the line would be static, then the 'game' would calculate how far the target would be for example 500 units, then there is a time programmed like 100 units / 0.10 seconds, so it will take 0.5 seconds until the target will 'hit', but if the taget already moved away while the line was static and the 0.5 second are over, the target won't be killed.
I want to know if something like this is scripted in this game, and if yes, how to change it. I'm not sure if this game don't have this system because when you snipe a target about 2000 units, it's already killed with no delay.
But in the tik files you will find this: for example what tltrude already said: Thompson SMG: Max Eff. Range is 50 yds with a muzzle velocity of 805 ft/s. (.45 ACP round) Iwant to know how to change this.

But then I also want to know where would be the script for hitting targets, so I can add a 'wait' command in or something lol, like when you shoot on a target, it will wait 0.2 seconds (added in the script) untill the target will get a 'hit' , if you know what I mean.

does someone know more?

Posted: Mon Sep 06, 2004 8:17 am
by Shuriken1
AfterDeath, firedelay (when used for non-auto weapons) is just there to represent the reloading phase and to stop you firing whilt the reload animation is happening. :) Also, you would have to remove semiauto from the tik to make it full auto - just so you know :)

Atomic, I agree with the other guys, I think it is an immediate invisible line draw from player to player. If theres anyone to ask I would imagine Mefy is the guy to ask, seeing as he did all of that laser stuff in his freezetag mod.

Posted: Mon Sep 06, 2004 4:46 pm
by jv_map
Shooting is instantenuous (<-- is that a word? :?) in mohaa... if you set timescale low (0.5 or so) you can see there is a neat bullethole in the wall long before you even see your weapon firing :wink: