![]() ![]() We’ve entered the realm of motion of a projectile, which is a classic bit of first-year mechanics. …where θ is the angle of elevation: the angle above or below the horizontal that the grenade launches at. In general, the vector vel looks like… '0 600* cos θ 600* sin θ' '0 315 315' is moving at a 45 degree angle. '0 600 0' is a grenade firing exactly horizontally ![]() Instead we can think in two dimensions: the _y component of the vector is the grenade’s horizontal speed, and the _z component is the vertical speed. To simplify a bit, we imagine that the ogre is facing due east, so that the grenade does not move in the x axis at all. We will try to create a function which calculates angles for the ogre to fire at, and then change the ogre grenade code to use those angles.įirst we need to think about the velocity vector of the grenade at the moment it is launched, and split it into components. This seems like an unfair advantage for the ogre to have – the player can only fire grenades at one speed and must vary her angles to score direct hits. Previous attempts I’ve seen at solving this problem work by varying the projectile’s speed in order to affect a hit. File Position: Quake/id1/progs/ogre.Today we’re going to revisit a classic problem: getting ogres to aim properly – varying their attack to correctly hit enemies at different distances and elevations.Message of death: "Player was destroyed by an Ogre".From there he shootsīouncy grenades all over the place that actually are even more of a problem then his odor. Putting him aside, behind doors, into hidden rooms, on top of structures, just anywhere away. You must know he is a bit averse to body hygiene. " What's worse than a cannibal monster eight feet tall? One with a chainsaw. Do not attempt to provoke a monster infight involving ogres on tight spaces. Them to provoke monster infights can be quite risky, as it requires using shots from their grenade launchers to do so, whichĬan be very dangerous due to the high ammount of damage it inflicts and unpredictability of grenades due to theirīouncing. Therefore try to fight ogres at different height levels.ĭespite ogres often provoking other monsters to a monster fight due to their reckless use of their grenade launcher, using This means that an ogre on a higher location will rarely hit the enemy, and a ogre in a If the enemy is too close, take out a Nailgun andĪlso, ogres only aim horizontally. Try to use a Grenade or Rocket Launcher near the enemy you'reįighting so that you can get the Ogre caught in the splash damage. Toss grenades while you're fighting off an enemy. With others enemies, Ogres serve as a distraction due to their grenade launchers. So that you can take him out with the Super Shotgun. If you're farĮnough that he can fire grenades at you, take him out with a Nailgun from a distance. Get closeĮnough to it so that it tries to swing its chainsaw, then run back and take it out with the Super Shotgun. In Quake 1, an Ogre is a chainsaw-wielding cannibal that uses a Grenade Launcher as its long-distance weapon. The monster_ogre_marksman entity produces a slightly different ogre (won't make a sound when the player is sighted, won't make chainsaw dragging sounds, won't make a proper obituary message, has a different decision-making process when choosing whether to attack, and will in-fight with regular ogres). ![]() Otherwise, use a Grenade Launcher or a Rocket Launcher for an even return of ammo, as they drop two rockets upon their demise. Use a Double-Barrelled Shotgun at close range, 4 shots should put them down. If you can, get somewhere higher up than they are, because they are unable to aim upwards and their own grenades might bounce back and hit them. With a deadly chainsaw for melee fights and a grenade launcher otherwise (though their grenade launcher is weaker than the player's), they can truly pack a punch. Ogres are the most common foe in the realms of Quake. ![]()
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