need help
made tanks that shoot projectiles with Physics=PHYS_Falling
speed 14000 and terminal Velocity 14000
here's a image to get things started
Uploaded with ImageShack.us
what tank does, well its based on the Goliath extended
primary fire shoots projectile
secondary fire its a laser range finder basically traces current target
and returns the distance to the target then i can monitor that target speed
direction etc
my cross-hair i project like this...
if(bTargetingLaserActive)
{
GetFireStartLocationAndRotation(SocketLocation, SocketRotation);
RealAimPoint = SocketLocation + Vector(SocketRotation) * vsize(socketlocation-lockedtarget.location);
RealAimPoint = Hud.Canvas.Project(RealAimPoint);
Hud.Canvas.SetPos(RealAimPoint.X - 10.0, RealAimPoint.Y +vsize(socketlocation-lockedtarget.location));
}
this just extends my cross hair to the distance of my target based on my turret direction and rotation
exactly like the Goliath does
but since the Goliath shoots a flying projectile instead pf a PHYS_Falling one
ofcourse aligning my crosshair to a target 13,000 unreal units away my projectile will hit ground before it gets there
so basicly what i need is a way to project where my projectile will land
that includes PHYS_Falling and probably terminal velocity
since its PHYS_Falling i haven't been able to figure out a few thing's
like time of flight
position of x,y,x at a certain time during the flight
or maximum reach of the projectile
etc
this is basically understanding physics and knowing the formulas
here's something i found, but didn't know how to apply it to ut3
http://hyperphysics.phy-astr.gsu.edu/hbase/traj.html#tra3
the launch speed,angle and the value of g completely determine the position and velocity at any time
this would be very useful to me since i know my angle speed , but i don't know time of flight, provably cause ut3 uses different methods maybe
here is link to where i update the project in the forums
http://forums.epicgames.com/showthread.php?t=711432&nojs=1
anybody care to help me out please?
made tanks that shoot projectiles with Physics=PHYS_Falling
speed 14000 and terminal Velocity 14000
here's a image to get things started
Uploaded with ImageShack.us
what tank does, well its based on the Goliath extended
primary fire shoots projectile
secondary fire its a laser range finder basically traces current target
and returns the distance to the target then i can monitor that target speed
direction etc
my cross-hair i project like this...
if(bTargetingLaserActive)
{
GetFireStartLocationAndRotation(SocketLocation, SocketRotation);
RealAimPoint = SocketLocation + Vector(SocketRotation) * vsize(socketlocation-lockedtarget.location);
RealAimPoint = Hud.Canvas.Project(RealAimPoint);
Hud.Canvas.SetPos(RealAimPoint.X - 10.0, RealAimPoint.Y +vsize(socketlocation-lockedtarget.location));
}
this just extends my cross hair to the distance of my target based on my turret direction and rotation
exactly like the Goliath does
but since the Goliath shoots a flying projectile instead pf a PHYS_Falling one
ofcourse aligning my crosshair to a target 13,000 unreal units away my projectile will hit ground before it gets there
so basicly what i need is a way to project where my projectile will land
that includes PHYS_Falling and probably terminal velocity
since its PHYS_Falling i haven't been able to figure out a few thing's
like time of flight
position of x,y,x at a certain time during the flight
or maximum reach of the projectile
etc
this is basically understanding physics and knowing the formulas
here's something i found, but didn't know how to apply it to ut3
http://hyperphysics.phy-astr.gsu.edu/hbase/traj.html#tra3
the launch speed,angle and the value of g completely determine the position and velocity at any time
this would be very useful to me since i know my angle speed , but i don't know time of flight, provably cause ut3 uses different methods maybe
here is link to where i update the project in the forums
http://forums.epicgames.com/showthread.php?t=711432&nojs=1
anybody care to help me out please?