Jump to content
XCOMUFO & Xenocide

Bullets And Grenades Animation/collision Detection


pcx

Recommended Posts

I've been reading up on tile-based games recently and I was wondering how the bullets animate across the screen while keeping track of it's screen coordinates (x,y) and it's game space (x,y,z) coords. Can't seem to understand what is going on in the ufo2000 source. (what's fi_zang and te_xang?)

 

I'm confused because say a soldier at tile 1,1 shoots an alien at tile 3,3. While it is easy to animate the bullet from the derived 2 points of the screen coords. There is the issue of checking for collision between point x1,y1 (screenspace coords of tile1,1) and x2,y2 (tile3,3)... not to mention if it misses, the bullet will keep on going until it hits something or goes off the screen.

 

And also, I read about MCD and LOFT maps. When a xcom soldier stands/kneels, I suppose there's a taller/shorter LOFT map for both states right ? Where is that defined in the original xcom btw ?

 

Any developers on ufo2000 care to explain ?

 

Thanks in advance!

Link to comment
Share on other sites

And also, I read about MCD and LOFT maps. When a xcom soldier stands/kneels, I suppose there's a taller/shorter LOFT map for both states right ? Where is that defined in the original xcom btw ?

 

Where have you read about MCD and LOFT? These forums? I'd be interested to know if there's information about them somewhere else.

 

If you want to check the LOFT when firing at a unit hold left shift as you click to fire to activate precise aiming.

Link to comment
Share on other sites

×
×
  • Create New...