Changes between Version 7 and Version 8 of rf


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Timestamp:
Jun 20, 2011 11:46:44 AM (13 years ago)
Author:
jpawlick
Comment:

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  • rf

    v7 v8  
    1 This query asks the agent to tell you what the nearest object within a specific distance at a specific angle is. The rangefinder detects everything a normal shot in Quake would - so non-colliding entities (such as those "light beams" graphical effects) cannot be detected by this method. The rangefinder sensor originates at 30 units up from the quagent's server-tracked origin. This means that the ground should be 54 units away (I think - probably wise to always shoot an rf straight down to figure that out before making assumptions about it).
     1This query asks the agent to tell you what the nearest object within a specific distance at a specific angle is. The rangefinder sensor originates at 30 units up from the quagent's server-tracked origin. This means that the ground should be 54 units away (I think - maybe wise to a double check me on this).
     2
     3Mode-4, mode-5, mode-6, and mode-7 rangefinders use a non-square box such that the ground should be 0 units away when the quagent is standing on it.
    24
    35'''Parameters:'''
    4  * 1: integer type, selecting the type of rangefinder to use. A "solid" as used below means a wall, floor, ceiling, etc.
    5   * 0 = an infinitely narrow beam that passes through entities such as other quagents but is stopped by solids.
    6   * 1 = an infinitely narrow beam that is blocked by entities and solids.
    7   * 2 = a wide beam the size of a quagent that is blocked if any part of it is blocked by solids, but passes through entities.
    8   * 3 = a wide beam the size of a quagent that is blocked if any part of it is blocked by solids or entities.
     6 * 1: integer type, selecting the type of rangefinder to use.
     7  * 0 = an infinitely narrow beam that is only stopped by permanent surfaces that will stop the player (usually just walls, floors, ceilings, and moving platforms, never other quagents or rockets or powerups).
     8  * 1 = an infinitely narrow beam that is blocked by anything that would block player movement (like mode-0, but plus other things like quagents).
     9  * 2 = an infinitely narrow beam that is blocked by anything that would block a shot (often equivalent to mode 1, but on some levels (like [[Built-In Maps|suspended]]), there are walls/floors that can be shot through but not walked through).
     10  * 3 = an infinitely narrow beam that is blocked by anything in the environment (like mode-1, but plus powerups or other things that can be walked through).
     11  * 4 = a wide beam the size of a quagent that is blocked if any part of it is blocked by something that would block a mode-0 rangefinder.
     12  * 5 = a wide beam the size of a quagent that is blocked if any part of it is blocked by something that would block a mode-1 rangefinder.
     13  * 6 = a wide beam the size of a quagent that is blocked if any part of it is blocked by something that would block a mode-2 rangefinder.
     14  * 7 = a wide beam the size of a quagent that is blocked if any part of it is blocked by something that would block a mode-3 rangefinder.
    915 * 2: integer distance, the maximum distance of the rangefinder. There is no particular penalty to supplying very large distances that we can find - the maximum distance we've seen this call used with in Quake is 8120, the range of the rail gun.
    1016 * 3: float theta, the number of degrees left of facing to shoot the rangefinder at.