by Qrv » Mon Nov 14, 2011 2:03 pm
Far as I understand it, that tutorial works for entities, you'd need to create a dummy entity for hitscan weapons like the Shotguns.
Imagine if you will, you fire the shotgun, normal hitscan bullets do their thing, but you also spawn a single nail spike in the fireshotgun routine, if using darkplaces, (and maybe other engines, i dunno) you can set this nail spike to be invisible easily using .alpha, or maybe even EF_NODRAW (the nail spike wouldnt need to be sent to clients as an entity, as we only care for the point where it intersects the water brush for spawning the splash effect.)
( This concept is a combination of the tutorial posted by seven ofcourse, along with Alex's idea. )
Could you not also use Alex's idea, and use traceline(), check if trace_inwater == true, then use the traceline_endpos and travel back along the trace'd line, till your pointcontents() say your out of the water, maybe do it in decent size steps the first pass, then small steps to find a more exact position of the intersection of the waterbrush?
That tutorial + spawning an extra projectile for hitscan weapons just *sounds* slow and heavy, compared to doing a couple of extra tracelines, but I could easily be wrong.
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