I've noticed it's is easy to create such a command based on triangule calculation and angules. sin and cos

So define the closest proximity point from the bullet beam to calculate it to player parameter.

example:

get

parameter1 stands for needed distance to calculate a sort of made circular FOV and if 1 or more player are in that distance it calculates their closest distance to the beam(perpendicular line)

utility:

no recoil scripts helper

bullet whizz sounds

richochet

acuracy stats

so on...

So define the closest proximity point from the bullet beam to calculate it to player parameter.

example:

get

*bullet*proximity [parameter1] [userid]parameter1 stands for needed distance to calculate a sort of made circular FOV and if 1 or more player are in that distance it calculates their closest distance to the beam(perpendicular line)

utility:

no recoil scripts helper

bullet whizz sounds

richochet

acuracy stats

so on...

This can be done with Pythagoras therom:

distance = sqrt((x - x1)^2+(y-y1)^2+(z-z1)^2)

You can do this by running a nearcoord command, to get all players within a <x y z> distance of event

-freddukes

distance = sqrt((x - x1)^2+(y-y1)^2+(z-z1)^2)

You can do this by running a nearcoord command, to get all players within a <x y z> distance of event

*var(x) event*var(y) event*var(z) on bullet*impact, then run the distance check for each player within the distance, then get the shortest distance of the all...-freddukes

**Juba_PornBorn**posted on 2008-02-12 12:42:34

This isn't what I mean since a bullet can go near you and impact can be in a far point from where you are. So if you only determine the closest player from impact it isn't in any way accurate. The way is get distance from player, get angule diference between bullet beam and "player beam" and with that you get the nearest distance from bullet beam and player.

**Juba_PornBorn**posted on 2008-02-12 12:45:25

This image tells it all:

[url=http://img145.imageshack.us/my.php?image=bulletwizzyd3.jpg][img=http://img145.imageshack.us/img145/6316/bulletwizzyd3.th.jpg][/url]

[url=http://img145.imageshack.us/my.php?image=bulletwizzyd3.jpg][img=http://img145.imageshack.us/img145/6316/bulletwizzyd3.th.jpg][/url]

**Juba_PornBorn**posted on 2008-02-12 12:49:44

And this is the formula to get it...

http://www.easycalculation.com...angles.php

http://www.easycalculation.com...angles.php

**Juba_PornBorn**posted on 2008-02-12 13:06:50

In the page there's a simple draw and translate it to game would be(wich is very easy).

Adjacent Side = Distance from you and player

Angle q = diference Angle between where you are shooting and player location

with that you get:

I want to calculate = hypotenuse side (wich is the bullet beam ending at the nearest point from player) and you get opposite side (wich is what you want!)

The only minor detail is that it doesn't directly get's you the bullet nearest point but the size side so you use the hypotenuse side + your location= and you get the coordinate

Adjacent Side = Distance from you and player

Angle q = diference Angle between where you are shooting and player location

with that you get:

I want to calculate = hypotenuse side (wich is the bullet beam ending at the nearest point from player) and you get opposite side (wich is what you want!)

The only minor detail is that it doesn't directly get's you the bullet nearest point but the size side so you use the hypotenuse side + your location= and you get the coordinate

freddukesposted on 2008-02-11 07:01:05