Bile Bomb

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Comments

  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    Ok I'll explain the bile bomb issue.

    When the bile bomb collides with something if finds all of the entities which are inside a sphere centered on the bile bomb with a radius equal to the bile bomb splash radius. For each of these entities, it does a ray trace between the bile bomb's origin and the origin of the entity. If there is nothing blocking that ray, then the entity is damaged. This is all code which was part of HL, and is the same code that is used for grenades in HL and probably other mods.

    The problem is that in pre-2.01 NS, the bile bomb projectile had zero size for the sake of collision. Due do inaccuracy in the HL collision system, this meant that if you fired a bile bomb at a wall, it could potentially be inside the wall when the collision is detected. When this happened, the ray traces that are used to determine if something should be damaged would not work properly and the result was that you could damage things through walls.

    So, the only thing we changed in 2.01 was the size of the bile bomb which prevents that from happening.

    There is another problem however, which is that the basic mechanism outlined above with ray traces is pretty inaccurate and in the case of NS seems to a problem. We'll probably have a solution for the bile bomb issues in the next version.

    Max
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
  • Saj1Saj1 Join Date: 2003-08-11 Member: 19409Members
    thx for that reply Max helped alot
  • FirespiritFirespirit Join Date: 2003-05-05 Member: 16082Members
    i once decimated a marine base in veil from the vents, they kept begging me to stop <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    they eventually gled me, but i went back and did it again
    took half of their base and a pg
    bb is the equivalent to siege, but with a shorter range and you need to see the be a bit higher than the target for it to bee more accurate
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    Thanks for explaining the bug Max, it allowed me to figure out how to avoid it.

    Because the bile bomb projectile now has a size, you can't aim your crosshair just above a ledge so that the bile bomb only just goes over. (Even though it appears to go over) You have to leave a bigger gap between the ledge and the bilebomb so that it doesn't hit it going over.

    I have made a <a href='http://www.holcroft.net/~cheesy/bilebomb.zip' target='_blank'>demo</a> to explain myself.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    It may also be worth noting that bile bomb (and spit) both appear to get blocked by map sprites and clip and func_illusionary brushes. While the projectile passes through, damage is applied as though the bile bomb struck the sprite/etc.

    At least, in my limited testing, it seemed to work that way. YMMV.
  • TheNimbusTheNimbus Join Date: 2003-09-09 Member: 20696Members
    I have experimented on this. I don't know exactly how it should work or how exactly it functions but here is what I have seen.

    If I am in a vent or in any position where I can not entirely see the building in question I can not damage it in any way. I can fire a bile bomb and hit it at any angle, from any direction, it does not matter, I can not damage it if I don't have view of it. If I do have view of it, and I pretty much have to see the entire building, then I can usually damage it. Sometimes though, even if I can see it, I might not be able to damage it, this usually happens when I there's a large vertical distance between myself and the object.
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