Whiteboard: airblast deflection angle quirk (part 2 of 2)
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"Contrast with part 1

Airblast deflection makes any projectiles inside the 256 x 256 x 128 HU box in front of the pyro switch direction so that they move toward the point in the world where the pyro's crosshair is aiming. A trace is emitted from the pyro's eye position in the direction of his aim to detect the spot he's aiming toward.

This diagram shows how, if you're standing right behind, or inside of, a friendly player or building or MvM medic projectile shield, the trace used to determine where you're aiming will terminate right in front of you. Since the projectile is redirected toward the trace hit location (which in this case is toward the pyro, not away from him, relative to the projectile's position at reflection time), it is counterintuitively "reflected" at an angle significantly different than the direction you're facing.

The three X's at the bottom of the whiteboard show the relative horizontal positions of the pyro (black), projectile (red), and the trace hit location (green). Notice that in this weird case, the projectile is actually farther (or at least at roughly the same distance) from the pyro than the trace hit is.

Watch this video too:
https://www.youtube.com/watch?v=VflewO6lSI8"
6 Comments
vran 31 Jul, 2016 @ 12:53am 
Also I was using Sydney Sleeper and was confused on when it did a splash or not. Supposedly it should happen of a fully charged shot or a headshot. So you can make a Visualization on that.
vran 30 Jul, 2016 @ 11:35pm 
Oh man, thanks. I remember the rainblower taunt explanation under the vid about taunt kills ( https://www.youtube.com/watch?v=O_MM5traONc ). So you can make an addition to that, I'm sure people will like to know about this.
Spectators affecting things sure feels like something magical... so I hope you check for these sort of stuff and maybe one day find some kind of related bug.
sigsegv  [author] 30 Jul, 2016 @ 6:08pm 
On a listen server (i.e. a local server), you can do "sv_cheats 1; developer 1; enable_debug_overlays; ent_absbox player", and it'll show boxes around all players (regardless of whether they are on team spectator or not).
sigsegv  [author] 30 Jul, 2016 @ 6:06pm 
Sorry, I don't always get around to answering all of my YouTube comments super-quickly. Right now, no, spectators cannot block the pyro's aim trace. Spectators can affect certain things in ridiculous ways though: for example, sometimes things like pyro's rainblower taunt or sniper's explosive headshot in MvM will ask the game engine for a list of entities in a sphere or box, and they specify a limited list size. So if there happen to be 5 players and 5 spectators in that physical area, and the game code only allocated a list big enough for, say, 5 entities, then the engine has to pick 5 entities (basically at random). And it might return all 5 of the real players if you're lucky, all 5 of the spectators if you're unlucky, or probably some mix of the two. So sometimes spectators being in a particular place can make real players end up not being affected by effects that work in that way.
vran 30 Jul, 2016 @ 8:44am 
I asked this two times in yt comments, but fuck it, I'm going to be that annoying guy. Can spectators block the pyro's aim trace? Do they affect anything in the game and can you make spectators visible?