-
Notifications
You must be signed in to change notification settings - Fork 21
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Machine-gun shield on StuG 3G doesn't allow projectiles to pass through it's aperture #262
Comments
Original comment by Andrew Theel (Bitbucket: AndrewTheel, GitHub: AndrewTheel): I don't mind this bug, between common sense of the user not exposing his head constantly in the slit and the actual likelihood of someone getting a round in that slot at the key moment in combat situations is less than likely. |
Original comment by Bitbucket: Matt_UK, GitHub: Matt_UK: Not really a bug, more of a compromise on precise accuracy vs avoiding excessive engine collision detection. Two ways to implement:
Option1 would probably be best of the 2 and certainly quickest. It's a decision on optimisation vs precise accuracy. |
Original comment by Colin Basnett (Bitbucket: cmbasnett, GitHub: cmbasnett): Would prefer option 2 in this case, the in-engine collision boxes are a bit too imprecise to work with. The SdKfz 251 MG has a rotating gunshield and would probably need the same treatment, is this possible with the attached CSMs? |
Original comment by Andrew Theel (Bitbucket: AndrewTheel, GitHub: AndrewTheel): I'd assume he can't do #2 with the rotating gun shield, but with the static gun shield is fine. Honestly I want the shield to be bullet proof, at least until we make it so the gunner can "crouch" down to avoid incoming fire. Having it 100% bullet proof frontally will do two things. One make it powerful as a fighting vehicle and because of it's new ability, players will use the HT as a support vehicle not a GTA road kill machine. Once we get it so the gunner can crouch down, we can add in the ability to take him out through the slit when exposed. |
Original comment by Bitbucket: Matt_UK, GitHub: Matt_UK: Will leave it for now then. Option 1 would work pretty well for static & rotating gunshields. It would be no less precise than the current single col box gunshields. To put it in context: every turret in the game is just one rectangular block of a col box, with a good foot or more of spare space around the corners, which detect as real hits on the turret. Option 2 needs me to finalise & test the new turret col static mesh system (mostly I have to go back and familiarise myself with it and it's issues again) and either me or a modeller to make col static meshes for the gunshields. I can make the mesh, but a modeller would do it in a tenth of the time. The main issue is my work on the code. Realistically that's going to be the next release now. So, mark this as 'on hold' due to Theel's comments & the need for next release code work? |
Original comment by Bitbucket: Matt_UK, GitHub: Matt_UK: Implemented in SVN revision no.654. Made simple collision static mesh for gun shield. On this occasion a CSM works fine when added to a VehicleWeapon mesh, as it is static (relative to vehicle) and doesn't need to rotate with MG. Implemented something similar for gun shield on German half-track, although as that does rotate, I had to use the new col static mesh actor attachment method. See pics attached (note that HT gun shield is shown using a dev mode debug tool; in game it would obviously be hidden & the MG visible !). Bullets pass through the vision slit. |
Originally reported by: Colin Basnett (Bitbucket: cmbasnett, GitHub: cmbasnett)
The gunner is effectively invincible from the front despite there being a several inch wide aperture in the shield to be shot though.
The text was updated successfully, but these errors were encountered: