[Note: i recommend to use this method only for tests/research purpose because this method may produce some false positives when there are a big amount of lags.]
Most of a "shot/bullet/shell/fire/trace/particle/projectile/etc" plugin authors instead of fired particle trace vector is use player's aim vector. FYI: the angle difference between such vectors may reach even more than 30 degrees [!] because of the fired particle spreading/gun recoil. The correct method would be to perform a TraceLine hook, filter out fired particle trace and retrieve it's vector.
You have to note that some guns:
are powerful and it's bullet may sequentialy create 2nd and even 3nd trace for 1st and 2nd collision with the world/brush/entity/player obstacle
support burst-fire mode, so every attack action is performed a multiple shots with a little shots delay, every shot is spread a single bullet
support shotgun spread fire, so every attack action is performed a single shot that is spread a multiple particles
Let's review the script that will show how to:
filter out fired particle trace
distinguish a fired particle type: bullet or shotgun shot particle
calculate the current shotgun shot particle number for the current shot
detect whether the fired particle is hit a world/brush or entity/player
get the current actual vector of the fired particle
[HowTo] Detect fired particle creation/type/number/attack/obstacle/vector
- Archive-Poster
- Posts: 1267
- Gender:

[HowTo] Detect fired particle creation/type/number/attack/obstacle/vector
- Attachments
-
- fired_particle_details.zip
- (2.08 KiB) Downloaded 32 times
Who is online
Users browsing this forum: No registered users and 1 guest