fokisilver.blogg.se

Xonotic weapons
Xonotic weapons







If(damage_goodhits & self.vaporizer_lasthit) It also shows up in w_vaporizer.qc and w_vortex.qc which I can only assume are the names of two of the weapons in this game.Ī stripped version of W_Vaporizer_Attack looks like this: void W_Vaporizer_Attack(void)įireRailgunBullet(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, 10000, 800, 0, 0, 0, 0, WEP_VAPORIZER) Well, I didn't, but fortunately for us Xonotic is open source.Ī quick grep for the word impressive told me it is an announcement message: MSG_ANNCE_NOTIF(1, ANNCE_ACHIEVEMENT_IMPRESSIVE, CH_INFO, "impressive", VOL_BASEVOICE, ATTEN_NONE) How can they be extended to support them non-hitscan if they don't?.How do existing algorithms for detecting interesting hits / kills work?.In particular I'm trying to fit this idea onto a fast top down shooter with keyboard movement and mouse aiming and with weapons similar to Xonotic or UT99. But what about rocket launchers where it might take time before shooting and hitting? I can't think of any reasonable rule for this. In Xonotic it feels like giving larger damage faster (somehow) increases a probability of this announcement.ĭoes anyone know how are these things implemented? I can imagine it being easy(-ish) for hitscan weapons like a sniper rifle, where I can just take how fast was the target going across my screen and score the hit based on this. I was wondering how does the game recognize that a kill was impressive. In Xonotic for some kills (and maybe even just hits?) the game plays a sound clip saying "Impressive!".









Xonotic weapons