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CoD2: firing through walls

Posted: November 28th, 2010, 6:35 pm
by IzNoGoD
Hey guys
Q: Is it possible to make some kinda script to fire through walls?
A: Sure is. Check vid

Vid (click me!)

Well, thats all for today.

Teasers FTW

Re: CoD2: firing through walls

Posted: November 28th, 2010, 6:37 pm
by Rezil
You are insane in an awesome way sir.

Re: CoD2: firing through walls

Posted: November 28th, 2010, 8:53 pm
by Drofder2004
Very nciely done.

Re: CoD2: firing through walls

Posted: November 29th, 2010, 8:15 pm
by IzNoGoD
More teaser stuff:
MORE TEASERS!!!!!!

Re: CoD2: firing through walls

Posted: November 30th, 2010, 2:43 am
by Pedsdude
Shame it's a few years too late :(

Re: CoD2: firing through walls

Posted: November 30th, 2010, 5:42 pm
by IzNoGoD
Update:
Firing through multiple walls works now.
Todo:
balance damage and maxwall distances
do some bulletspread :P

Re: CoD2: firing through walls

Posted: December 1st, 2010, 5:41 pm
by waywaaaard
well done - keep up the work :)

Re: CoD2: firing through walls

Posted: December 1st, 2010, 5:44 pm
by Levcek
waywaaaard wrote:well done - keep up the work :)
agreed :D

Re: CoD2: firing through walls

Posted: December 2nd, 2010, 1:57 pm
by IzNoGoD
IzNoGoD wrote:Update:
Firing through multiple walls works now.
Todo:
balance damage and maxwall distances
do some bulletspread :P

All done.
1. Wrote my own bulletspread function
2. gave a maxdistance (if you fired a shotgun towards a wall that was really far away, there still were bulletholes there. Now there arent.

Re: CoD2: firing through walls

Posted: December 3rd, 2010, 4:05 pm
by Moustache
Prow :mrgreen:

Re: CoD2: firing through walls

Posted: December 15th, 2010, 5:45 pm
by IzNoGoD
The lite script is released
http://pastebin.com/ZcynD5pr
For educational purposes only
Or use in a mod with credits to me in menu and in readme file.

Lite version does not support:
Mg42s
Shotguns
Multiple walls
Bulletspread

Those features are only available in the private version, which is not released.

Re: CoD2: firing through walls

Posted: December 15th, 2010, 10:06 pm
by Drofder2004
Very, very nice code. If only you had done this during CoD2's prime, this would've been a feature of many top mods, no doubt.

In my honest opinion, no matter how nice this code is to release, I would personally keep it private. That way, you can verify that this code is your own doing and it can be used as part of a portfolio/cv.

My only criticisms would be that it is a little messy in formatting, but that may just be pastebin.
And secondly, I would also add a lot of commentary, explaining each stage and function as the code advances.

Well done :)

Re: CoD2: firing through walls

Posted: December 15th, 2010, 10:17 pm
by IzNoGoD
Part of the release not having comments is security through obscurity.
About portfolios: Im not in the coding business, so its not much of a concern.
Also, i almost have the pro version done, which adds all those features i listed that were not gonna be released.

Re: CoD2: firing through walls

Posted: January 11th, 2011, 4:14 am
by lapd
IzNoGoD, very good mod and perfect work;

The only thing that would be desirable add procedure to analysis of textures which could to be raked through
something like from extreme landmine installing:

allowedSurface(plantPos)
{
startOrigin = plantPos + (0, 0, 100);
endOrigin = plantPos + (0, 0, -2048);

trace = bulletTrace(startOrigin, endOrigin, true, undefined);
if(trace["fraction"] < 1.0) surface = trace["surfacetype"];
else surface = "dirt";

switch(surface)
{
case "beach":
case "dirt":
case "grass":
case "ice":
case "mud":
case "sand":
case "snow": return true;
}

return false;
}

In your case such objects as concrete and iron shouldn't make the way. And such as the haystack or a wooden crates on width exceeding parameters don't make the way.

Sorry for my bad english

Re: CoD2: firing through walls

Posted: January 11th, 2011, 10:05 am
by IzNoGoD
As a matter of fact, im already using such code in the pro version of the mod, but not with "allow" or "disallow"

Code: Select all

getsurfacepenetrate(surface)
{
	switch(surface)
	{
	case "bark":
		return 1;
	case "brick":
		return 1.2;
	case "carpet":
		return 1;
	case "cloth":
		return 0.8;
	case "concrete":
		return 1.8;
	case "dirt":
		return 1.1;
	case "flesh":
		return 1;
	case "foliage":
		return 1;
	case "glass":
		return 0.6;
	case "grass":
		return 1;
	case "gravel":
		return 1.3;
	case "ice":
		return 1.3;
	case "metal":
		return 2;
	case "mud":
		return 0.8;
	case "paper":
		return 0.7;
	case "plaster":
		return 1.4;
	case "rock":
		return 2;
	case "sand":
		return 0.8;
	case "snow":
		return 0.9;
	case "water":
		return 0.3;
	case "wood":
		return 1;
	case "asphalt":
		return 1.5;
	default:
		return 1;
	}
}
As you can see, metal is very hard to penetrate (2).
The vars still need a bit of tweaking though