Data Realms Fan Forums
http://forums.datarealms.com/

Projectile Velocity over time (Opposite of air resistance?)
http://forums.datarealms.com/viewtopic.php?f=1&t=45532
Page 1 of 1

Author:  Voxxitronic [ Wed Jan 01, 2014 10:59 pm ]
Post subject:  Projectile Velocity over time (Opposite of air resistance?)

Is there a way to create a bullet that goes faster the longer it exists? I tried doing negative air resistance first, but that didn't work. Would there be another way to do this besides using a mass-emitting AEmitter attached to an MOSRotating?

Author:  p3lb0x [ Wed Jan 01, 2014 11:05 pm ]
Post subject:  Re: Projectile Velocity over time (Opposite of air resistance?)

With lua, sure. Or AEmitters.

Code:
function Update(self)
   self.vel = self.vel * 1.001
end

Author:  Voxxitronic [ Wed Jan 01, 2014 11:25 pm ]
Post subject:  Re: Projectile Velocity over time (Opposite of air resistance?)

Thanks dog.

Author:  p3lb0x [ Thu Jan 02, 2014 12:09 am ]
Post subject:  Re: Projectile Velocity over time (Opposite of air resistance?)

If I recall correctly particles disappear if they are flying faster than some arbitrary value (500 comes to mind, but I am not sure), so you'd probably also want to add a check for that before changing velocity further.

Author:  CaveCricket48 [ Thu Jan 02, 2014 6:42 am ]
Post subject:  Re: Projectile Velocity over time (Opposite of air resistance?)

Also, Lua scripts run per frame, and since the FPS can fluctuate while in-game time remains the same (or vice versa), that script will accelerate your particle at different rates based on FPS, and won't be consistent with the in-game time.

Author:  Voxxitronic [ Thu Jan 02, 2014 8:10 am ]
Post subject:  Re: Projectile Velocity over time (Opposite of air resistance?)

Do yall know if this script works with MOSRotatings? I'm doing this with an autocannon-based weapon, adding it to the round causes a could not match property error, and adding it to the MOSRotating does nothing, no matter how high the value.

Author:  CaveCricket48 [ Thu Jan 02, 2014 8:42 am ]
Post subject:  Re: Projectile Velocity over time (Opposite of air resistance?)

In the script, it needs to be "Vel", not "vel". Capital "V". Attaching it to the MOSRotating should work fine.

Author:  p3lb0x [ Thu Jan 02, 2014 2:19 pm ]
Post subject:  Re: Projectile Velocity over time (Opposite of air resistance?)

You could multiply by delta time if that's possible, I don't really remember.

edit: Seems like you can only find the fixed delta time that the game tries to run simulation at. Oh well

Author:  CaveCricket48 [ Fri Jan 03, 2014 2:53 am ]
Post subject:  Re: Projectile Velocity over time (Opposite of air resistance?)

You can have a timer to check the exact amount of time elapsed since the last frame.

Page 1 of 1 All times are UTC [ DST ]
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/