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# How do you calculate weapon arc?

## Re: How do you calculate weapon arc?

My Idear for that....

I use this formula for most things I got to change by variables in Weaponscripts

For the Arc is this my way:

Arc = Arc_min + ((Arc_max-Arc_min)/(Range_max-Range_min)*(Range_max-CoreRange))

Arc = 5+((245-5)/(5.5-0.0)*(5.5-CoreRange))

Arc = 5+(240/5.5*(5.5-CoreRange))

This works like it should work....

Greetz Archon Short

I use this formula for most things I got to change by variables in Weaponscripts

For the Arc is this my way:

Arc = Arc_min + ((Arc_max-Arc_min)/(Range_max-Range_min)*(Range_max-CoreRange))

Arc = 5+((245-5)/(5.5-0.0)*(5.5-CoreRange))

Arc = 5+(240/5.5*(5.5-CoreRange))

This works like it should work....

Greetz Archon Short

**Archon Short**- Posts : 10

Join date : 2009-09-30

Age : 40

Location : germany

## Re: How do you calculate weapon arc?

The formula gives the arc value e.g. for the llSensor call. The real opening angle is double that value: for example 90 degrees arc (pi/2) in llSensor gives a real opening angle of 180 degrees (pi).

**Tala**- Admin
- Posts : 56

Join date : 2008-06-27

## Re: How do you calculate weapon arc?

Just to finalize all this .. I went ahead and calculated the arcs based upon this formula in 0.1 meter increments .. This is what I get:

So using this formula the arc summaries should be:

Core range 5.5m -> maximal arc 2.8 degrees

Core range 1.5m -> maximal arc 90 degrees

Core range 0.0m -> maximal arc 122.7 degrees

Unless there is a multiply by 2 factor missing in the equation which would yield:

Core range 5.5m -> maximal arc 5.7 degrees

Core range 1.5m -> maximal arc 180 degrees

Core range 0.0m -> maximal arc 245.3 degrees

This matches Talas original summary better.

Range | Arc | Range | Arc | Range | Arc |

0 | 122.6752 | 1.9 | 81.28662 | 3.8 | 39.89809 |

0.1 | 120.4968 | 2 | 79.10828 | 3.9 | 37.71975 |

0.2 | 118.3185 | 2.1 | 76.92994 | 4 | 35.5414 |

0.3 | 116.1401 | 2.2 | 74.75159 | 4.1 | 33.36306 |

0.4 | 113.9618 | 2.3 | 72.57325 | 4.2 | 31.18471 |

0.5 | 111.7834 | 2.4 | 70.3949 | 4.3 | 29.00637 |

0.6 | 109.6051 | 2.5 | 68.21656 | 4.4 | 26.82803 |

0.7 | 107.4268 | 2.6 | 66.03822 | 4.5 | 24.64968 |

0.8 | 105.2484 | 2.7 | 63.85987 | 4.6 | 22.47134 |

0.9 | 103.0701 | 2.8 | 61.68153 | 4.7 | 20.29299 |

1 | 100.8917 | 2.9 | 59.50318 | 4.8 | 18.11465 |

1.1 | 98.71338 | 3 | 57.32484 | 4.9 | 15.93631 |

1.2 | 96.53503 | 3.1 | 55.1465 | 5 | 13.75796 |

1.3 | 94.35669 | 3.2 | 52.96815 | 5.1 | 11.57962 |

1.4 | 92.17834 | 3.3 | 50.78981 | 5.2 | 9.401274 |

1.5 | 90 | 3.4 | 48.61146 | 5.3 | 7.22293 |

1.6 | 87.82166 | 3.5 | 46.43312 | 5.4 | 5.044586 |

1.7 | 85.64331 | 3.6 | 44.25478 | 5.5 | 2.866242 |

1.8 | 83.46497 | 3.7 | 42.07643 |

So using this formula the arc summaries should be:

Core range 5.5m -> maximal arc 2.8 degrees

Core range 1.5m -> maximal arc 90 degrees

Core range 0.0m -> maximal arc 122.7 degrees

Unless there is a multiply by 2 factor missing in the equation which would yield:

Core range 5.5m -> maximal arc 5.7 degrees

Core range 1.5m -> maximal arc 180 degrees

Core range 0.0m -> maximal arc 245.3 degrees

This matches Talas original summary better.

**woolyfsh**- Posts : 14

Join date : 2008-12-23

Age : 55

## Re: How do you calculate weapon arc?

Just got the arc formula from Thank you! Here it is:

( -0.76 D + 4.28 ) * 180/(2Pi)

D is the reach of the weapon and the formula returns the arc in degrees.

( -0.76 D + 4.28 ) * 180/(2Pi)

D is the reach of the weapon and the formula returns the arc in degrees.

**woolyfsh**- Posts : 14

Join date : 2008-12-23

Age : 55

## Re: How do you calculate weapon arc?

Thanx, Tala I appreciate you getting back to me on this.

**woolyfsh**- Posts : 14

Join date : 2008-12-23

Age : 55

## Re: How do you calculate weapon arc?

woolyfsh wrote:OK Tala its a non linear curve then ... Whats the formula?

Woolyfsh, it's a linear relation in terms of the cosine of the arc ... I'm on vacation right now and don't have the source code with me, let's talk next week!

Bye, Tala

**Tala**- Admin
- Posts : 56

Join date : 2008-06-27

## Re: How do you calculate weapon arc?

OK Tala its a non linear curve then ... Whats the formula?

**woolyfsh**- Posts : 14

Join date : 2008-12-23

Age : 55

## Re: How do you calculate weapon arc?

woolyfsh wrote:

So what is the formula that ML uses for calculating weapons arch based upon reach/range?

Sorry for the late response ... the rule is an interpolation of the following values:

Core range 5.5m -> maximal arc 5 degrees

Core range 1.5m -> maximal arc 180 degrees

Core range 0.0m -> maximal arc 245 degrees

**Tala**- Admin
- Posts : 56

Join date : 2008-06-27

## How do you calculate weapon arc?

According to the METALIFE Develoers guide part 1:

OK fine, but since the delay on my weapons is triggered by a hit detection, an overly generous arc will make my weapons less efficent. For example: If I have a spear of length 3.5 meters, and ML sets the arc to say 45 degrees, and I use a weapons arc of 180 degrees in my sensor detect, I most likely will get false hit indications resulting in my weapons having extraneous delays and giving the user incorrect weapon hit feedback (sounds, blood splatter etc.). I want my hit detection to be accurate. This not only makes my weapons more efficient but it gives the user better feedback as to how to use the weapon.

*MetaLife also automatically calculates valid attack arcs, so you are free to specify sensors with 360 degrees for your weapons. The higher the specified core range of a weapon, the smaller is the opening angle chosen by the meter (that means, a spear can attack from a larger distance, but not at a 90 degree opening angle like a sword, but at a much smaller angle)*OK fine, but since the delay on my weapons is triggered by a hit detection, an overly generous arc will make my weapons less efficent. For example: If I have a spear of length 3.5 meters, and ML sets the arc to say 45 degrees, and I use a weapons arc of 180 degrees in my sensor detect, I most likely will get false hit indications resulting in my weapons having extraneous delays and giving the user incorrect weapon hit feedback (sounds, blood splatter etc.). I want my hit detection to be accurate. This not only makes my weapons more efficient but it gives the user better feedback as to how to use the weapon.

**So what is the formula that ML uses for calculating weapons arch based upon reach/range?****woolyfsh**- Posts : 14

Join date : 2008-12-23

Age : 55

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