Bullets don't appear until they are a few metres away
by Matt_Lloyd · in Torque Game Engine · 02/14/2005 (7:21 pm) · 2 replies
Hi,
I've been wondering about this for a while, and have done a search on the forums and resources to see if it was mentioned anywhere but cannot find anything.
I have modified the crossbow.cs file slightly so that no explosion appears and so that the transition states fire->reload->ready occur much more quickly to allow for rapid fire. The weapon now fires more rapidly, as intended, but bullets don't appear until they are a few metres away from the player. This also means that if i aim at the ground or any obstacle that is within this short distance then the sound plays for the weapon, damage is applied but there is no bullet visible to the player. It's quite noticeable, particularly in interiors when firing at targets very close to the player.
Any assistance with finding out why this occurs and if it can be remedied would be apprieciated.
Matt Lloyd
I've been wondering about this for a while, and have done a search on the forums and resources to see if it was mentioned anywhere but cannot find anything.
I have modified the crossbow.cs file slightly so that no explosion appears and so that the transition states fire->reload->ready occur much more quickly to allow for rapid fire. The weapon now fires more rapidly, as intended, but bullets don't appear until they are a few metres away from the player. This also means that if i aim at the ground or any obstacle that is within this short distance then the sound plays for the weapon, damage is applied but there is no bullet visible to the player. It's quite noticeable, particularly in interiors when firing at targets very close to the player.
Any assistance with finding out why this occurs and if it can be remedied would be apprieciated.
Matt Lloyd
#2
06/25/2005 (10:21 pm)
Matt - are you looking for some work in melbourne, please updatge your contact details so I can contact you.
Torque Owner Brian Ramage
Black Jacket Games
You can try and work around it by creating a client-side projectile and then synching it up with the server projectile. It's pretty tricky though.