Can somone turn this into steps?
Sorry its just that I HATE reading (I really mean it)
Hey, uh, @NoLife, Iâm extremely confused about this by the way. And I mean extremely confused. And I donât get confused much.
So, uh, how does this work in the first place? I know that youâre keeping track of what gadgets everybody has, but Iâm still not sure you know which one is equipped. Also, those formulas you listed were cool and all, but what happens if players miss? And you talked about the animation and pseudo-tracking when a player got hit, but how do you know what direction their gadget was facing?
So basically:
How does this work? (if it actually does)
And yes please make the guide on pseudo-tracking when a player gets hit!
My reply would eventually reach the char limit, so yeah, Iâm just gonna put it in a guide
You might get your answer in a few days. Depends on my work load.
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Oh my gosh, 3 topics about 1 system, oh gosh oh gosh oh gosh oh gosh oh gosh oh gosh oh gosh oh gosh âŠď¸
If it answers my questions (and I have a lot my brain is in total freak-out mode over not being able to comprehend this system but canât default to you being wrong) then I will be super excited and this will be revolutionary! Please please please make it!
When I do make it, should I make a combination of all my guides related to this and explain it step-by-step? It would be painful to search all those topicsâŚ
My brain hurts oh my goshâŚ
Current guides:
Making your game aware of what youâre wielding (basically making the game do math to function with other systems)
and
Pseudo-linking HPâŚ
and next isâŚ
Pseudo-tracking if a player is hit or notâŚ
my brain hurts so much⌠Build-pleasse is also stressing looking over my shoulder lol
@NoLife correct me if Iâm wrong but what this does is:
The game constantly tracks where the player is and when one player fires a bullet, it knows the location of the bullet fired. Then using math based on that specific gadgets range and speed it can check what player was hit by the bullet, since it knows the firing playerâs gadget, it knows how much damage is dealt to the player, therefor decreasing real and pseudo hp.
However one of the major downsides is if the player is in the range of the gadget fired, their speed needs to be set to 0 so the canât dodge what would mess up the system.
still confused about this part as well.
Since when did we have a pseudo tag? We didnât have one until recently, and it shouldnât be a tag.
People arenât gonna search for âpseudoâ. Itâs too broad of a terminology, and tags are meant for searching, not description.
With the âplayer fires gadgetsâ lifecycle and a player coordinates device it would work.
but how do you detect which way the gadget is facing? a player could move forward and shoot backward at the same time.
Yes, that is another flaw in the system. But in theory (not good theory) there would not be players exactly the same way apart.
The animated aiming system is stationary, so the player will have to stay still.
Add photos to help others even though its kinda simple.
Bump, iâm finally adding this into the game
Bump.
So are you just assuming the player is receiving constant hits?
âŚWhere did you get that from?
A lifecycle starts the whole process.