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Line of sight Vs Line of Fire

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Coconut Jonlan:

--- Quote from: CapnKill on February 18, 2009, 01:25:03 am ---How do you get a FPS view like that... are you in game or the map editor?

And yes I agree, I mean it is unfair that an alien in a window can shoot at you but you can't shoot at him because of the ledge...  Someone was saying that you can use Shift to move the target up?... what is that about, would that solve the problem?

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press V to toggle from the isometric view to the FPS view in the battlescape

The shift key works sometimes, but it seems to just change the angle that the weapon is held at - rather than change the elevation of the weapon - so it didn't make any difference in the screenshot I last posted

Coconut Jonlan:

--- Quote from: BTAxis on February 18, 2009, 01:29:32 am ---That's the thing though. It ISN'T as simple as that. The game doesn't think in terms of "if there is an obvious LOS..." or "straightforward killshot". It uses routines to trace lines from one point to another, and it can detect if that line is interrupted by geometry or not. That's all we have to work with, basically. You don't seem to realize that computers don't work like humans.

You can press V for first person view. Bear in mind though that this feature is scheduled to be axed and replaced by something else.

No, it only shifts the target height, not the source height.

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BTA - I meant simple as compared to building in the ability to target individual body parts - not neccesarily developing routines to determine critical hit areas on the body - I'm with you 100% on keeping things asa simple as possible.

But you have raised an important point - if the ability to change the angle of the shot can be adjusted by the player - is it such a massive stretch to make the originating point of the shot adjustable too? a simple up/down control on the vertical axis would do it

BTAxis:

--- Quote from: Coconut Jonlan on February 18, 2009, 01:42:10 am ---BTA - I meant simple as compared to building in the ability to target individual body parts - not neccesarily developing routines to determine critical hit areas on the body - I'm with you 100% on keeping things asa simple as possible.
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I think you misunderstood me on this. I wasn't saying I want to keep things simple. I do, it's just not what I meant. What I'm saying is, it's NOT POSSIBLE, codewise, to know what an "obvious LOS" or a "straightforward shot" is. It's not even possible to tell the LOF is being interrupted by an object no higher than the soldier's waist. All you know is that the line is interrupted. You don't know by what, or what shape the offending object has. This makes it impossible to do what you're suggesting.


--- Quote ---But you have raised an important point - if the ability to change the angle of the shot can be adjusted by the player - is it such a massive stretch to make the originating point of the shot adjustable too? a simple up/down control on the vertical axis would do it

--- End quote ---

I already answered this. Yes, it is possible, it's a matter of changing a value somewhere in the code. The reason why we're not doing this is, as stated, that the point of origin should match up with the model. It's not a strict necessity, but it's a hard requirement we're making, take it or leave it. Ergo, we are going to need a character animation that shows the soldier firing from the shoulder. Provide us with this, and you shall have your fix.

On a side note, don't expect that to solve everything, either. No matter what point of origin you choose, there will always be objects that are inconveniently JUST in the way when they wouldn't be if the soldier had [insert very small change here]. I remind you that it is not possible to detect this in the code, and as such impossible to avoid.

CapnKill:
Please excuse my ignorance in advance, since I know very little of code, but what if you made the hit box for a player to always be the head?   So when you target a bad guy you basically are aiming at their head....

I haven't played through much of the game yet, so I'm not familiar with all the scenarios you can encounter, but I can't imagine many where the head is not visible yet other parts of the body are...   

Once again, excuse my ignorance :)

Coconut Jonlan:

--- Quote from: BTAxis on February 18, 2009, 01:59:28 am ---I think you misunderstood me on this. I wasn't saying I want to keep things simple. I do, it's just not what I meant. What I'm saying is, it's NOT POSSIBLE, codewise, to know what an "obvious LOS" or a "straightforward shot" is. It's not even possible to tell the LOF is being interrupted by an object no higher than the soldier's waist. All you know is that the line is interrupted. You don't know by what, or what shape the offending object has. This makes it impossible to do what you're suggesting.

I already answered this. Yes, it is possible, it's a matter of changing a value somewhere in the code. The reason why we're not doing this is, as stated, that the point of origin should match up with the model. It's not a strict necessity, but it's a hard requirement we're making, take it or leave it. Ergo, we are going to need a character animation that shows the soldier firing from the shoulder. Provide us with this, and you shall have your fix.

On a side note, don't expect that to solve everything, either. No matter what point of origin you choose, there will always be objects that are inconveniently JUST in the way when they wouldn't be if the soldier had [insert very small change here]. I remind you that it is not possible to detect this in the code, and as such impossible to avoid.



--- End quote ---

Good answer - thanks

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