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| Gunzfactorian | Leaving off from Male VS Female Breakthrough. Continuing on to AryaZephyr[Part 3] -> Shooting.. The ~RIGHT~ way *With some spread theorum!* Replay provided at end of thread =) (Uploaded) As I previously stated, "The shot scatters because the gun is drawn from the left". It's liable, and pretty well believable. But it's wrong. AryaVarwin said "The result is correct but the way you got there is not" Which lead me to further my own experiments leading me to find this! The diagram isn't of the greatest quality so let me divert into explanation: The one on the left hand side is our test subject doing a slash shot in an open area, the spread is as we predicted. Big and splashy. Now to the right we have the same subject doing the same move with the same timing but in a confined space *Stuck between a corner*. Notice, that when the wall is to the left, it creates the same amount of spread as the male, which is quite small. ![]() But if the wall is to the right of us. *opposite the way the slash shot is leaning* We receive our tell-tale female spread! ![]() Analyzing this data I have created two possible theories, one more reliable than the other. Theory 1: Try to stick with me on this. When you jump and slash your body tilts. This is what causes your gun to be pulled from the left. The theory is that since your slashing increases your overall animation size it increases your "Range size" which is basically your body size. Not increasing the hit box but affecting the width of your shot. Thus when you're in a corner (thats to the left of you), your range size is limited giving you the spread of a natural shot. (Same way we see it on a male) Theory 2: This one seems slightly more reliable but leaves me wondering about the different corner situation. The basis of this is that the distance it takes for the shot to get from your gun to the selected target is larger, but the time elapsed being the same as any shot. ![]() This always brings in the possibility that your bullets and rockets hit walls because the shot is initiated to the higher left portion of the screen, but the destination is still the same, thus causing interference with anything on it's way to it's destination. And since it will have covered a further distance *According to the games coding* the shot will have spread out to the max distance or close to it. While all theories are not 100% complete, they have logic behind them and I am open to anything that may improve on them, if the suggestions are well thought upon. *More and better diagrams will be created if interest is shown in this, as well as greater expansion on the explanation.* Last edited by AryaZephyr; 05-10-2008 at 08:47 AM. |
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| Gunzfactorian | Quote:
As well as explaining it in what you call a "more complicated way" it's easier to understand if you aren't a two watt bulb. Thus easier to find ways to manipulate. | |
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| | #12 (permalink) |
| Gunzfactorian | I just posted an expansive theory and broke down reasons for the glitches. Not simply going "It does this lets live with it". But figuring out and sharing why it does so we can advance. I am in a very good position to state such things. |
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| | #13 (permalink) |
| Banned | ^Why, because you "just posted an expansive theory and broke down reasons for the glitches. Not simply going "It does this lets live with it"? Man, being a nerd doesn't make you good at the video game. |
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| | #15 (permalink) |
| Gunzfactorian | It certainly allows me to help out the community and further the development of game-play. And it doesn't take allot of time. The time I spend understanding and figuring out how the game works is nothing compared to the time an average player actually spends playing. I haven't had to play much and compete with those who spend half there lives training in a virtual world. |
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