Detecting Projectile Movement

Hello.

I recently got this idea for detecting projectile movement. Instead of detecting the player, we could find a way to detect the projectile movement, kind of like the way things are detected on sonar.

One of the ways I think this would be possible is by creating props that are destructible. This would take a lot of memory considering that there are many ways a projectile could be launched.

The Player Fires Gadget in a lifecycle could also be useful.

So now, the ways this is useful. First of all, detecting projectile movement could be used for creating tracking devices. In a game like knockback, knowing where the projectile is aimed to is useful. Another way this could be used is…I can’t think of one.

This could be COMPLETELY useless but I think there may be some opportunities to make some breakthroughs.

That’s all!

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Good morning!
Typically before starting a research topic, we do some preliminary testing. Could you look into this a little more and see if your proposed system is possible first?

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oh it is possible just requires a TON of agonizing math and figuring out how to put formulas to use like velocity and range and a couple other things physics would be making it harder the hitbox I would just use a distance formula to compare the pseudo projectiles coordinates to the hitbox of another player and some precautions to make sure it doesn’t become a double sided sword :p

however I’ve tried using atan to find angles of firing points but it was radians I suppose
and I don’t exactly know how to put it to use :c
also I’m talking about pseudo projectiles

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well what would the uh applications be
like i think all we need is if the projectile is fired


maybe see if you can spice it up
think in a game like that, all you need is to know if it was fired. if it’s dangerous, you know it’s coming towards you so there’s no real reason to track it if it’s no danger


like… what would this be good for, since we can use common sense to track the projectile (hint: with out eyes) so like… a lot of work for an eensy teensy little reward

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Yeah I definitely understand. I have some knowledge in trigonometry so that might help a little. This is definitely going to be agonizingly hard but I think it might have opportunities.

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If a map was 2 players, as in 1v1, then get the coordinates of where the shots are fired and if damage was received from the other person then it does the distance formula and the angles and what-not. Wouldn’t work for more than two players though.

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True. But what if we wanted to get the projectile’s position before it hit the player?

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Pretty much impossible at that point. There isn’t a device or setting to track projectiles locations.

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I’m wondering though if we could make a mechanic that could detect it.

(Is this clay-institute?)

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What is the system to detect damage?

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Oh yeah I was thinking of the knocked out setting. Sorry I didn’t specify.

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What if you use sentries and they dont attack you or give them pickaxes and you can use zapper on them and they get 1 shot then system detects with like wire or channel or smth

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it could work in a way but have like some depsawning respawning prop with 1 heath get touch by a quatcom portal sense it or something

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That would end the projectile’s path every time, though.

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Would anyone be able to make a prototype for a way to make this possible? It doesn’t matter the method.

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ooo you just reminded of another problem of pseudo projectiles
of which I may have to switch to player IDs to use
because there isn’t a way to detect a hit from another player because if I try to make it dmg the target it dmgs ourselves instead so I might have to do something with player scope or team scope
problem is still how to put radians to use and fire the pseudo projectiles in that direction
but maybe perhaps something like slope intercept! and setting a max for that instead!

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Like I said: CONFUSING.

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Just use a ring of sentries around you and 1sh0t them and then use wires to tell which one it was so like the direction of the sh0t

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Or props to be more memory efficient.
1000 memory per position tracked :skull:

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memory tastes liek tide pods :3
but yeah you would have to have some major sentry spam for that to be useful lol
(now experimenting with desmos to do this :3)

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