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Author Topic:   How come bullets go through pilots?
charmstar
Pilot
posted 01-17- 12:13 AM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
Flying the SE5a, I never seem to get pilot kills. So, I parked the plane, went into slew mode, and shot at the pilot's head/torso. All bullets happily zipped right through him! Does the pilot need an obBodyPt defined in order to actually be hit by a bullet or something? How come the pilot's polygons seem to avoid detection? Is it because they are contained in a seperate .sm file?

Any info appreciated!

charmstar

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Sv
Pilot
posted 01-17- 06:27 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
I know, this sucks bigtime. I'm not sure why it does not work. I don't think pilots detect collisions, instead objects near the pilot pass damage to the pilot when they detect a bullet collision. I increased the pilot damage radius for my SE5 to try and get pilot kills - no luck

I think this is a bug. I remember hearing something like this: OpenPlane passes damage from children up to the parent automaticaly. I think MH meant this tactic to work on pilots as well, but pilots are BELOW the object getting damaged - and no damage gets passed down to children objects. I could be wrong about this though...

How about this! I'll try adding a huge polygon below the pilot, then if you hit that poly, damage should be passed up to the pilot! Pilot kills are essential for WWI dogfighting.

------------------
-Sv =FC=

WWI in SDOE!

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Michael Harrison
General
posted 01-17- 07:04 AM     Click Here to See the Profile for Michael Harrison   Click Here to Email Michael Harrison     Edit/Delete Message   Reply w/Quote
There's nothing in the code which keeps the pilot from taking hits.

Check your pilot object to make sure that it or a sub-part doesn't contain the nocollide property.

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Sv
Pilot
posted 01-17- 07:49 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
I don't see any "noCollide." Here are there relevant prop lists if you see anything interesting:

----------------------

From the SE5a SM file:

41 ; modelname: Pilot
(crewRadius 5)
(obQuickViews 'Crosshair 'RightGun 'AirSpeed 'FuelGauge)
(obProto 'CCrewPos)
(obCrewType 'pilot)
(gunList 'LeftGun 'RightGun 'Sit 'unc 'Flyboy 'ame 'cigar 'unc 'Flyboy)
(obViewPt 0,0,0 )

-------------------------

From the SE5aPilot SM file

20 ; modelname: cigar
(phyLBS 163)
(obProto 'CCrew obClass 'Pilot)
(onDetach (obUnhide 'Ab 'cigar 'Torso))
(onDetach (obExec (Name 'bodySit Func 'Flyboy Name 'cigar Func 'Flyboy)))
(obUnhide 'bodySit)
(obHidden)
(obFunc (Flyboy (obSmokeTrail (smkDensity .1 smkColor 220 200 180 smkLifetime 0 smkDiameter .1)) ))

21 ; modelname: Parachute
(obProto 'CChute)
(phyLBS 50)
(obDamage (obHits 50 onDmg 5 (obSmokeTrail (smkFire smkDiameter 8 smkLifetime 0)) ))
(obDependent 'Pilot)
obFunc (Flyboy (airSection "CYL" airK 1.0 airAR 5))
(plus (phyBoxInertia 17.1706,17.1706,11.6087 phyCG -0.0157008,-0.236826,5.80437 ))
(obRopePts (verts 8.4632,-8.02696,-0.202312 4,0 8.24608,8.29053,-0.202312 3,0 -8.05079,8.51687,-0.202312 2,0 -8.40938,-8.11183,-0.202312 1,0 ))

22 ; modelname: parpack
(obHidden)
(obRopePts (verts 0.45375,0,0.680625 4,0 0.45375,0,0.680625 3,0 -0.45375,0,0.680625 2,0 -0.45375,0,0.680625 1,0 ))
(plus (phyBoxInertia 0.9075,0.421547,1.38627 phyCG -1.49012e-08,-0.204502,-1.19209e-07 ))


23 ; modelname: Torso
(obHidden)
(obDamage (obHits 200 obKillDelay 240))
(plus (phyBoxInertia 0.9075,0.9075,0.9075 phyCG -1.11759e-08,-7.15256e-07,1.19209e-07 ))
(plus (phyBoxInertia 0.939392,0.509151,0.432778 phyCG -0.0135175,-0.0765128,0.687047 ))

24 ; modelname: bodySit
(obFunc (Flyboy (obDetach) ))

25 ; modelname: Ab
(obDamage (obHits 200 obKillDelay 240))
(plus (phyBoxInertia 0.75,0.75,0.75 phyCG 0.000265016,0.427186,0.639487 ))

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mposis
Pilot
posted 01-17- 10:45 AM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
ObHits for the pilot is 200?

ObHits for the the FW190A engine is 40.

Maybe it takes to much hits to kill the pilot.

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Sv
Pilot
posted 01-17- 11:19 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
I modeled the pilot after myself - I tough guy like Jackie Chan.

-Sv
Kung Fu in SDOE

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bakunin
Pilot
posted 01-17- 11:51 AM     Click Here to See the Profile for bakunin     Edit/Delete Message   Reply w/Quote
I dont have the time and ability to do such brilliant things you do, but sometimes I just look a bit into the sm files with OPS.
A couple of days ago I played around with the pilot. I reduced the pilot objHits to 4 and added OnDmg 1 obSmokeTrail 255,0,0 to see some red smoke if the pilot has 25% of hits. Then I tried to shoot at him. After a while you can hear some really strange sounds, when he got wounded . But anyway
it took still a lot of bullets to kill the pilot. Mostly the plane exploded before the pilot was dead.

Just out of curiosity. What does obHits 40 mean. How is it scaled to different bullets like cannons or guns ?

Regards
Bakunin

[This message has been edited by bakunin (edited 01-17-2000).]

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JV44Siggi
Pilot
posted 01-17- 12:46 PM     Click Here to See the Profile for JV44Siggi   Click Here to Email JV44Siggi     Edit/Delete Message   Reply w/Quote
Bak!! Nice to see you're still alive! We heard you were in a POW camp with your feet up.

------------------
Taking it easy on the machine for a while.

[This message has been edited by JV44Siggi (edited 01-17-2000).]

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charmstar
Pilot
posted 01-17- 02:09 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
regardless of the value that obHits has, if you shoot the pilot, you should see that little flash when the bullet hits, instead of watching it zip right through his head/body.

I think that for some reason the pilot's model isn't detecting damage. The pilot I was testing against is the one that comes from the fokker originally. Is it possible that this pilot has been modeled in such a way that it is extremely unlikely for a collision to be detected?

Is it possible that the collision detection is looking at the least detailed LOD instead of the most detailed one?

As a test, I copied the LODs for the pilot model and pasted them into a new model. That way there's no parachute, cigar, etc, just a model that looks the same as the pilot. This model also didn't seem to take hits... What's going on here?

thanks,
charm

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bakunin
Pilot
posted 01-17- 04:19 PM     Click Here to See the Profile for bakunin     Edit/Delete Message   Reply w/Quote
Hi Siggi,

yeah I had a bad time in the POW. No fun there and no flying

We are still online sometimes on UK1. For example last friday was real great. May be we see you online again too.

charmstar:

The pilot take hits, but really slow. I attached a smoke trail as soon as the pilot had 25% damage. After a while I could see this red smoke from inside the cockpit. But it took way too long. My be the problem is that the pilot is inside the fuselage. Therefore he dont get the full hit. Just a guess. btw. how is this handled by Open Plane ? Does the fuselage gets the damage and passes part of this to the pilot ? How much is passed down then and how can it be influenced ?

Regards
Bakunin

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Sv
Pilot
posted 01-17- 05:39 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Good questions bakunin! I would like to know the same! I can't find any detail in the OpenPlane doc on the passing of damage from one part to another - only that it happens...

-Sv

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Tailslide
Pilot
posted 01-17- 06:25 PM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

The pilot was changed to have 1 obhit in plane pack 5.2 .. didn't seem to do a lot of good = )

If you look on the OPP forum kopper did extensive research into obhits, damage, weapon loads, etc. etc.

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charmstar
Pilot
posted 01-17- 09:09 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
bakunin-
The way I understand it, the pilot (or any crew position for that matter) will take damage when a polygon within a certain specified radius of him is hit. This is actually OK by me for WWII planes, but that isn't sufficient for WWI, where crew members weren't completely surrounded by other plane parts. For my tests, I was shooting bullets directly at the pilot with no other models obstructing him. In those open cockpit planes, the pilot's head and upper torso are completely exposed. Of course, I'd expect any bullet fired directly at him to hit him, and also it should only take 1, or at most 2 direct hits to kill the pilot. Actually, it should only take 1, since there is almost no chance a bullet to the upper body won't at least incapacitate the pilot.

I also found that the pilot would take damage if I shot parts of the plane that were close enough to him, so that seems to be working fine. The main issue here IMHO is that the pilot model itself seems to be ignored by the bullet collision detection routines (unless I'm doing something inane and ridiculously wrong, which isn't too unlikely :-)

Have you guys noticed this?
charm

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Sv
Pilot
posted 01-18- 09:04 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
charmstar,

I will fool with this more - I will try making a big cude pilot LOD and see if it detects the collisions. THis may be a file reference issue...

-Sv

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JV44Siggi
Pilot
posted 01-18- 12:50 PM     Click Here to See the Profile for JV44Siggi   Click Here to Email JV44Siggi     Edit/Delete Message   Reply w/Quote
Yo Bak!
The only thing keeping me offline is the damage bug..I suspect that is also the reason squad play has gone down the pan.
Once (if) it's fixed I'll be back, hoping that so will everyone else; but I suspect the moment has passed for most of the original squad players, which is a crying shame.

------------------
Taking it easy on the machine for a while.

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