Rifle nades in ETpro 3?


(EvilBaga) #1

Is it just me or do Rifle nades behave differently in ETpro 3?

Usually if you try a long distance shot with a rifle nade, it will hit a wall and go straight down, but in ETpro 3 it bounces…

Its annoying because its hard to take out certain kinds of campers with it now, sometimes downright impossible.

Then again…is it just me?


(puubert) #2

Never used them, never will.


(pgh) #3

No idea tbh. A rifle grens a rifle gren and theres nothing in the changelog of ETPro about it so I doubt it… always noticed tho it just would randomly decide when and how itll blow up eg, will it bounce of wall then round and bang or just bang of wall… weird tbh.


(Salteh) #4

Not randomly… time-based you silly :stuck_out_tongue:
Haven’t noticed anything wierd in etpro tho :slight_smile:


(pgh) #5

Timebased? From when? First bounce? Second bounce?

Plenty of times you can shoot a gren and itll explode on impact, it might bounce once and get stuck on ground then explode or you might shoot it long distance say down the GR ramp… all 3 of these things take 3 different times and all 3 can occour in game at any time… so how are they time based? :o

Tbh, check the code :slight_smile: If its there stating they are then its obviously bugged… :stuck_out_tongue: … but I dont think so…?

Justify your points…


(bubba g) #6

It’s not time based but distance based (mostly - read below). I don’t know (does anyone?) the exact distance, so lets call it X.

If the first contact is under distance X, the nade will bounce and explode with the next solid it contacts
If the first contact is over distance X, the nade will explode on this contact.

The reason I said mostly is that there appears to be a minimum fuse time - so sometimes the nade will just drop to the ground for a short while and then explode…


(EvilBaga) #7

I believe they explode either 1 second after coming to a stop OR immediately on second impact…

Naturally Second impact takes priority.


(Salteh) #8

yeh, after X seconds OR after Y bounces.

iirc bobbles told me it has a minimum fuse time. :o
Will hop in code later, but gtg to work now :slight_smile:


(next_ghost) #9

After billions of rifle nade kills, I have noticed this:
a) if the nade touches something before the fuse passes out, it explode by the time the fuse passes (no matter if it lies on ground or flies in the air).
b) if the nade touches something AFTER the fuse passes out, it explodes immediately.

And about the height:
Height from where? If the nade flies long enough and touches ground (for example on the beach at battery), it immediately explodes. Got tons of kills this way.


(SCDS_reyalP) #10

The rifle nade code is peculiar to say the least.
G_BounceMissile


...
	// boom after 750 msecs
	if( ent->s.weapon == WP_M7 || ent->s.weapon == WP_GPG40 ) {
		ent->s.effect1Time = qtrue;	// has bounced

		if( (ent->nextthink - level.time) < 3250 ) {
			G_ExplodeMissile( ent );
			return;
		}
	}
...

The rifle nade starts out with a nextthink time of 4000 (meaning it will explode after 4 seconds no matter what)
So, if hits something, and has been alive for more than 3/4 of a sec, it will explode instantly (well, probably on the next server frame).

Otherwise, it bounces and does this:


...
			if( ent->s.weapon == WP_M7 || ent->s.weapon == WP_GPG40 ) {
				// explode one 750msecs after launchtime
				ent->nextthink = level.time + (750 - (level.time + 4000 - ent->nextthink));
			}
...

Note the expression above can be simplified (remember, addition is commutative, no need for all those parens):
ent->nextthink -= 3250;

:moo:!

If it bounces again after this, it will get back to the first case, which means it will always explode on the second impact. If bounces and doesn’t hit anything within 750ms of launch time (not bounce time), it will also explode. One wonders if this was the intended behavour. I kind of suspect one of those level.times was supposed to be something else…

Note, I’ve just skimmed that code, so it is quite possible that I’ve missed something. In particular G_RunMissile or G_MissileImpact might do something I haven’t taken into account.

edit:
Oh, all the above is ETmain. I don’t think it has changed in etpro, but perhaps one of the etpro team could confirm or deny.


(bani) #11

etpro didnt touch rifle nades at all. period.


(senator) #12

Something I REALLY hate about RifleNades is that they sometimes turn into sticky bombs, if I meet a RifleNade Eng in a small corridor and he launches his little toy it sometimes sticks to my feet. It doesn’t explode immediately because of the timer but will stick to me even if I run towards the Eng and past him. Of course than it’ll explode, killing me and hopefully take the Eng out aswell :frowning:

A friend who witnessed such a situation told me later that the grenade sticked to my feet and were doing quick up and down jumps (similar to what happens to a dropped mine or dyna from time to time).

I REALLY REALLY would welcome a fix for this madness!


(bani) #13

your avatar is too scary. no fix for YUO!


(senator) #14

bani, I hope you realised that this was your 499th post, I expect something spectacular from your next post, for example an official announecment that you and SD are working together to develop ET2 ! :banana:

Oh, and by the way, could sombody with a cute cuddly and non scary avatar please repost my request ?? :smiley:


(-= Eisenvater =-) #15

I REALLY REALLY would welcome a fix for this madness!


(amazinglarry) #16

I also REALLY REALLY would welcome a fix for this madness!


(Fusen) #17

yah I’d like a fix aswell… sort of like ummm take them totally out of the game =D great fix! v57


(next_ghost) #18

Just jump over the nade. If u run over it, u’ll kick it in front of u.


(chr0nicles) #19

Or use this new quick HACK, when you hear a riflenade being launched quickly jump to the left and lean back to the right. It works… honest!! :wink:

Did i mention my favorite class is eng… :wink:


(SCDS_reyalP) #20

" lean back to the right"

If your arn’t joking, and really mean lean, it is impossible for it to help in any way.