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Re: Set_Attack no longer seems to account for Bullseye offset [message #487652 is a reply to message #487649] Mon, 19 May 2014 09:57 Go to previous messageGo to previous message
Jerad2142 is currently offline  Jerad2142
Messages: 3813
Registered: July 2006
Location: USA
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General (3 Stars)
So what's the course of action here, are we going to phase bulls eye offset out of all the code and make it use the target bones, or are we going to just re-implement the bulls eye offset and make it work with crouch, or are we just going to leave it out of sync, let some chunks of code use the bulls eye off set and other chunks of code use target bones?

As a fun though, does the AI aim for the "c spine1" bone on visceroids? If so then AI won't shoot at them if there is a little ledge covering up their origin Very Happy

IE:
index.php?t=getfile&id=14947&private=0


OR could we just:
Vector3 SoldierGameObj::Get_Bullseye_Position()
{
  if (Vehicle)
    return Vehicle->Get_Bullseye_Position();

  RenderObjClass* model = Peek_Physical_Object()->Peek_Model();

  int boneIndex = model->Get_Bone_Index("target");
  if (boneIndex > 0)
    return model->Get_Bone_Transform(boneIndex).Get_Translation();

  boneIndex = model->Get_Bone_Index("C SPINE1");
  if (boneIndex > 0)
    return model->Get_Bone_Transform(boneIndex).Get_Translation();

  Get_Bullseye_Position();//Pretty sure all GameObjects have a bullseye offset  and definitely all soldiers do
}
  • Attachment: Untitled.jpg
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[Updated on: Mon, 19 May 2014 10:04]

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