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Magnum bullets coming from the back of the gun.

All reported bugs that's actually by design.
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mgtr14
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Magnum bullets coming from the back of the gun.

Post by mgtr14 » Fri Mar 16, 2018 11:46 am

Image
This gif explains it all, you can do this at anytime. The bullets come from the back of the gun, it seems.
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Ok.

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JakSparro98
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Post by JakSparro98 » Fri Mar 16, 2018 1:14 pm

mgtr14 wrote:
Fri Mar 16, 2018 11:46 am
Image
This gif explains it all, you can do this at anytime. The bullets come from the back of the gun, it seems.
By design,
It's a common convention to put projectile emitters a little back than the weapon barrel in order to avoid collision consistency problems.

Imagine that you're aiming through a thin tile with the emitter that is put in front of the weapon barrel, when you fire you will be able to shoot through such object.
Image
Here you can see why it's better to adopt this solution, in red the ideal emitter position, in green the actual emitter position.
Last edited by JakSparro98 on Sun Apr 22, 2018 9:23 pm, edited 1 time in total.
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Hjarpe
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Post by Hjarpe » Fri Mar 16, 2018 3:04 pm

Jak is correct, this behavior is by design.
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Quinterball: Vigorously shaking a tile while rapidly tapping CTRL causes the selected tile to randomly flash red.
MythoLogic Interactive: By design.

mgtr14
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Post by mgtr14 » Fri Mar 16, 2018 5:51 pm

While I can atleast see reason behind this, the solution also has some problems. LIke when you're trying to avoid getting shot by the gunner while you're trying to melee him, only to be hit anyways when you think you can't be shot in such close range.

Maybe the guns would need some visual tweaks? Maybe make a player unable to aim into a wall? You usually see in FPS games that your gun is either held up or close to the body as you stand up against a wall. So if you could maybe make it so that the barrel matches up with the actual emitter, it would mislead alot less.

Either way, it's consistent and I guess people can just get used to it. But I still think that this should be "fixed" sometime.
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Gurt
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Post by Gurt » Fri Mar 16, 2018 7:12 pm

We do a tunneling check from the middle of your X-position to the gun's barrel. Anything between is hit (except teammates). We do a similar approach for melee attacks - even if your chain/axe/katana clips through a thin static wall you won't hit anything behind the wall.
Imagine if we would try to place all the expected hit and collision areas/points where the visual animation lines up perfectly. You wouldn't be able to hit anyone in melee that overlaps you as your fists (or other weapons stretching even further out) would stretch out in front of you and whoever overlaps you.
We won't add a system where you can't use melee and can't aim into objects in close range because you might want to do it! No need to prevent the player from doing it.
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Gurt

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