DI-Guy SDK Documentation  13.2
5.4 - Fire and Detonate Interactions in DI-Guy

DI-Guy characters interact with fire and detonation PDUs when interoperating in DIS or HLA environments.

Entities simulated locally by DI-Guy can:

  • Fire at other entities, regardless of whether those entities are simulated locally or remotely.
  • Be fired upon and killed by other entities, whether simulated locally or remotely.

A DIS host or HLA federate that initiates a fire interaction models the trajectory and the impact or detonation location of the fired munition. Entities in the vicinity of a detonation interaction do damage assessment and respond accordingly.

  • DI-Guy applications should initiate fire interactions whenever a locally simulated entity fires a supported weapon.
  • DI-Guy applications should initiate detonation interactions when a munition fired by a locally simulated entity hits a target or detonates.
  • DI-Guy applications should display muzzle flash and play a sound when they receive a fire interaction for a remotely simulated entity.
  • DI-Guy applications should instrument entities simulated locally to respond to detonation PDUs.

DI-Guy Scenario does all of this out-of-the-box.

DI-Guy for Vega Prime performs items 1 and 3 in the previous list. You must implement items 2 and 4.

DI-Guy Scenario issues detonation interactions as follows:

  • A local entity dies when intersected by a round.
  • Local entities within a configurable (in network.cfg) detonation range of a grenade or bomb detonation die.
  • An impact callback is generated.

DI-Guy Scenario displays muzzle flash and issues a fire interaction and a detonation interaction during the first pass of a looped simulation for local characters. If history is being saved, during playback you will only see a muzzle flash and no fire or detonation interaction are issued. If history is not being saved, during playback DI-Guy Scenario continues to issue fire and detonation interactions. (DI-Guy Scenario assumes that bullets travel instantaneously and along a straight line.)

DI-Guy for Vega Prime displays muzzle flash and issues a fire during the first pass of a looped simulation for local characters. If history is being saved, during the 2-N loops you will only see a muzzle flash and no fire or detonation interaction are issued. If history is not being saved, characters do not move and no fire or detonation interactions are issued.

    \note Use the diguyImpact class to enhance fire and detonations in DI-Guy applications.

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