Author Topic: Adding "wind" for projectiles.  (Read 2923 times)

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Offline Paul

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Re: Adding "wind" for projectiles.
« Reply #45 on: June 04, 2011, 03:34:10 pm »
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My idea would be to have random wind velocity vector set at map start that consists of an x and y component. No z component(vertical axis) to keep it simple. This then would be used in the trajectory calculation, causing a slight change of the projectile path. However this would happen within buildings, behind hills, etc. as well or else it would become too complex. Maybe players could be able to use a hotkey that tells them from what direction the wind comes.

However all this can't be done without WSE and a very, very bored cmp.

Offline Glyph

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Re: Adding "wind" for projectiles.
« Reply #46 on: June 04, 2011, 10:06:43 pm »
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is it so that an arrow moves more off target from the 0-10 yards from release then it does from 10-20 yards?(because that's real life)
if so, than that would have to be calcutaled along with it...
and ofc the projectile speed, that slows down so the wind effect should be too
:| more work
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Offline Havoc134

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Re: Adding "wind" for projectiles.
« Reply #47 on: June 04, 2011, 10:40:02 pm »
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Xbow sniping will become even harder for us arbalest users  :D and I say that because most xbow users don't bother using the xbow for anything but short-med range. A welcome challenge indeed, but as already mentioned all ranged users would need an accuracy and damage boost as compensation to avoid making long range shots completely luck dependent and not worth the effort (shots lose a lot of damage over range)