'LinKin Posted March 7, 2014 Share Posted March 7, 2014 Hello, createProjectile() The starting Force.. a float between what? I tested setting it to 1 and then to 900 and it was pretty the same. Even put 0 and it was the same What is it exactly? Thanks. Link to comment
Dealman Posted March 8, 2014 Share Posted March 8, 2014 I would assume force only applies to some projectiles, such as grenades and molotovs. Have you tried it with those? Link to comment
'LinKin Posted March 8, 2014 Author Share Posted March 8, 2014 Ahhh, no I've not tried but I think you're right! Do you know which is the interval of that number? Maybe 0 < x < 1 ..? Link to comment
Moderators Citizen Posted March 8, 2014 Moderators Share Posted March 8, 2014 I would assume force only applies to some projectiles, such as grenades and molotovs. Have you tried it with those? You are totally right: //from CPacketHandler.cpp switch ( weaponType ) { case WEAPONTYPE_GRENADE: case WEAPONTYPE_TEARGAS: case WEAPONTYPE_MOLOTOV: case WEAPONTYPE_REMOTE_SATCHEL_CHARGE: { // Read the force SFloatSync < 7, 17 > projectileForce; if ( !bitStream.Read ( &projectileForce ) ) return; fForce = projectileForce.data.fValue; // Read the velocity if ( !bitStream.Read ( &velocity ) ) return; pvecVelocity = &( velocity.data.vecVelocity ); bCreateProjectile = true; break; } //truncated code } Ahhh, no I've not tried but I think you're right!Do you know which is the interval of that number? Maybe 0 < x < 1 ..? No more like 0 <= x <= 127 if I'm right (2^7 - 1) EDIT: Wiki page updated (hope it won't get reverted for some reason) => createProjectile Link to comment
'LinKin Posted March 8, 2014 Author Share Posted March 8, 2014 Thanks. What has updated in the Wiki page? I cannot notice Link to comment
Moderators Citizen Posted March 9, 2014 Moderators Share Posted March 9, 2014 Thanks.What has updated in the Wiki page? I cannot notice You can use the diff feature: https://wiki.multitheftauto.com/index.p ... ldid=37750 Link to comment
Moderators Citizen Posted March 9, 2014 Moderators Share Posted March 9, 2014 Nice nice.Thank you. No problem, thank you for pointing this lack of precision on this argument out. Link to comment
Einheit-101 Posted December 25, 2014 Share Posted December 25, 2014 Sorry for digging this out, but I still don't know what force is going to do? I can create a grenade with velocity XYZ and that should be the force. Or is simply VelX, VelY, VelZ multiplied with force? (Like VelX*Force = real velocity?) Link to comment
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