Sniper missing shots

pier4r
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Re: Sniper missing shots

Post#21 » 03 Sep 2017, 11:14

I suppose that when the sniper shoots it may have 100% accuracy but nevertheless the "hit" part is done when the bullet covers the distance between the sniper and the current position of the enemy. So when this distance is out of range, even a 100% hit would miss.

This is my interpretation.
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TheKidPunisher
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Re: Sniper missing shots

Post#22 » 03 Sep 2017, 11:33

I think same as pier

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GFX47
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Re: Sniper missing shots

Post#23 » 03 Sep 2017, 12:45

GFX47 wrote:Bullet accuracy is computed at the moment it is shot so moving after the shot won't change the result.

pier4r
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Re: Sniper missing shots

Post#24 » 03 Sep 2017, 13:04

Ok, then my bad. I forgot that Harthag had it already right.
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sollniss
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Re: Sniper missing shots

Post#25 » 03 Sep 2017, 21:11

GFX said it's computed per bulled, so I assume its a check like "if bullet hit, check if in range, if not, don't do damage".

Computing if it is out of range before hitting is nonsense because it has a flight time.

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GFX47
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Re: Sniper missing shots

Post#26 » 03 Sep 2017, 21:17

It does the same amount of damages on each hit.

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LuBeNo
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Re: Sniper missing shots

Post#27 » 04 Sep 2017, 00:19

GFX47 wrote:Nope. And I actually don't understand what you mean.

Let me clarify.

This is harthags theory:
Tick N: Sniper has a long range target and continues the attack.
Tick N+delta: Target moves out of range, Sniper fires and the bullet calculation tells it is a miss.

Sounds reasonable if delta > 0, but GFX47 states: Sniper only fires at 3, 6, 9, ... seconds after aiming.

As 3 seconds = 12 ticks this should be exact at the beginning of tick 13, 25, 37, ... after aiming. So delta is zero.

This puzzles me.
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LuBeNo
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Re: Sniper missing shots

Post#28 » 04 Sep 2017, 02:13

LuBeNo wrote:This puzzles me.

Problem solved. Harthag is correct. IMO the statement from GFX47 is incorrect or misleading.

GFX47 wrote:The "AttackBulletDuration" is actually an "inter burst duration".

So for Assault you have:
[Tick 1] t: start aiming
[Tick 5] t+1000ms: shoot first burst
[Tick 5] t+1100ms: shoot second burst
[Tick 5] t+1200ms: shoot third burst and start next aiming

For Sniper:
[Tick 1] t: start aiming
[Tick 13] t+3000ms: shoot (unique) burst and start next aiming

It should be like this:
So for Assault you have:
[Tick 1] t: start aiming
[Tick 4] t+999.999ms: shoot first burst
[Tick 5] t+1099.999ms: shoot second burst
[Tick 5] t+1199.999ms: shoot third burst and
[Tick 5] t+1200 start next aiming

For Sniper:
[Tick 1] t: start aiming
[Tick 12] t+2999.999ms: shoot (unique) burst
[Tick 13] t+3000 start next aiming

It means the assault shoots its first 2 bullets at the very end of tick 4 and not in the beginning of tick 5. Also the sniper shoots its bullet at the very end of tick 12 and not in the beginning of tick 13.

This means the delta where a bot can move out of long range of sniper is 249.999 milliseconds:
LuBeNo wrote:This is harthags theory:
Tick N: Sniper has a long range target and continues the attack.
Tick N+delta: Target moves out of range, Sniper fires and the bullet calculation tells it is a miss.

Proved my theory by shooting for exact 4 ticks with SG and AS. Both get their bullets on the way.
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pier4r
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Re: Sniper missing shots

Post#29 » 04 Sep 2017, 10:31

nice find!

How did you shoot for exactly four ticks? Having another bot team tagging to "count" ?
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LuBeNo
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Re: Sniper missing shots

Post#30 » 04 Sep 2017, 14:26

pier4r wrote:nice find!

How did you shoot for exactly four ticks? Having another bot team tagging to "count" ?

Yes. I considered to use 2 bots to count to 12, but I was too lazy to implement this.
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