Ricochets: Confirmed!

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  • Tenshi

    #91
    Re: Ricochets: Confirmed!

    seems unlikely anyone will find actual code that will prove ricochet.

    Someone might find an entry in config files that suggests ricochet...but thats just a naming convention.

    I mean, games have variables called gravity...that doesnt mean games obey general relativity.

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    • imported_Iridium

      #92
      Re: Ricochets: Confirmed!

      I didn't post any code because it had already been posted earlier in the thread:

      rem ---BeginCompefaultRicochetComp ---
      ObjectTemplate.createComponent DefaultRicochetComp
      rem ---EndComp ---

      I have no idea how (or even if its possible) to modify this component, but is in most (perhaps even all, as i've yet to see one without it) projectiles in the game, along with things like penetration and detonation. It's part of the template thats used for making new ones, so its pretty much default, like the name says. Open a .tweak for any handweapon, tank, ect, and you'll see it, under the projectile.

      Im no expert coder either, but when people sit back and say something doesn't exist when it's blatantly in the code and quite easy to duplicate in game, i get a little irate. No hard feelings, i hope.

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      • Drevor

        #93
        Re: Ricochets: Confirmed!

        Code:
        var a = new UFO();
        See? I just proved UFOs exist. No? Maybe this line just defines a visual effect that looks like a UFO. Or maybe I just thought its a cooler name for the random birds flying here and there. Or maybe Im just goofing around.
        Yes, there are VISUAL ricochets. Yes, tank shells BOUNCE off some surfaces just like grenades do. Neither rifle, minigun nor APC projectiles appear to ricochet.
        Thats the empirical result of my last 6 months of BF2. Prove me wrong.

        Edit: Maybe there even WHERE ricochets in some stage of the BF2 development. There is so much dead data in the BF2 archives, you cant even know whats beeing used and what issnt. (eg clan management menu entries, M82, laser designator/range finder, ect...)

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        • Tenshi

          #94
          Re: Ricochets: Confirmed!

          But that isnt code...its just data.

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          • IVfluids

            #95
            Re: Ricochets: Confirmed!

            Originally posted by Drevor
            Code:
            var a = new UFO();
            Now open up a python file or .tweak file and show me where that exists

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            • imported_Iridium

              #96
              Re: Ricochets: Confirmed!

              Two things: Number one, if you doubt this, PLEASE test it for yourself. It is quick, painless, and simple: see my explanation on the last page.

              Second, I do have some experience modding this game, and i know generally how to spot dead, useless code, visual code, and actual, physical code. Richochets are actual bullet calculations, and are applied to bullets BY DEFAULT. Its not some artifact code thats not used anymore, and its no visual effect.

              That being said, what would prove this to you all? I've already outlined how to test it for yourselves, which is really the best way. Screenshots are really pretty meaningless, but videos? Should i decompile the exe and find the hardcoded richochet calc for you all to be happy?

              In the end, i guess I don't really care enough to do any of that, because i know i'm right. It would be much more convincing if you saw if for yourself, in game, by your own hand. Just bloody test it, aight?

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              • Tenshi

                #97
                Re: Ricochets: Confirmed!

                Originally posted by IVfluids
                Now open up a python file or .tweak file and show me where that exists

                I dont think thats the point hes trying to make. I was trying to make the same point. That is that just because there's a property called ricchet, that doesnt meant he bullets ricochet.

                Like i said, games have gravity but they dont obey newtonian motion or general relativity. They just push objects down to simulate gravity.

                Games might have properties called mass, that doesnt mean objects have mass or that it at all equated to reality...it might just be a value used for a calculation. You cant take that logic and extrapolate that everything has mass therefor friction is higher for tanks etc etc.

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                • RAVENCDF

                  #98
                  Re: Ricochets: Confirmed!

                  havent read the whole thread but thats splash damage from the miniguns that kills you. if bullets ricochet then it should be possible to hurt youself with a normal gun and ive never seen this.

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                  • IVfluids

                    #99
                    Re: Ricochets: Confirmed!

                    Originally posted by Tenshi
                    I dont think thats the point hes trying to make. I was trying to make the same point. That is that just because there's a property called ricchet, that doesnt meant he bullets ricochet.

                    ....
                    <other meaningless stuff here>
                    You'd think that the default calc provides ricochet when that same line is used for the tank projectiles and I have provided visual proof of a ricochet from a tank round in my second vid.

                    If you really wanted to see if that line for ricochet meant anything, do it on the tank projectile, just rem/comment out that line on the objecttemplate and see if the tank shell ricochets like that side shot on my second vid. If it no longer does it, it would be pretty obvious.

                    Personally, I could give two tugs and a squirt if the bullets have ricochet or not, from what I can tell with the tank rounds and the angle needed for ricochet on them, it is pretty much a useless 'feature' on the guns that would really not have any useful purpose in the game.

                    You don't have to explain the functions and actors needed to make a game do something for my sake, I already know all that junk and have done my share fair of playing with this games junk and helped make a couple small mods/mutators for a different game. Thanks for the star effort though.

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