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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Mon Mar 08, 2010 4:27 am    Post subject: Headshots Reply with quote

Headshots as seen in Kurok (and im sure in other quake mods) and/or other body parts such as limbs. The coding for that.... would it be QC or Engine or a collaboration of both? I think it would be QC but im not sure...
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Mon Mar 08, 2010 5:14 am    Post subject: Reply with quote

Kurok "headshots" just checked how high the hit was on the single collision box (QC). Real limb detection requires multiple hitboxes (Engine).
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Mon Mar 08, 2010 5:38 am    Post subject: Reply with quote

Ah i see, i was kinda wrong with my idea of QC. I though it was a matter of adding another hitbox at a certain height. Would limb detection affect performance much?
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Mar 08, 2010 12:02 pm    Post subject: Reply with quote

QuakeC tutorial for locational damage (may or may not work for your purposes, but I expect it probably would):

http://www.moddb.com/games/quake/tutorials/easy-locational-damage

One mod with locational damage is QMatrix:

Example:

http://www.quakewiki.net/archives/qmatrix/

Source code:

http://www.quake-1.com/quakec-gallery/Matrix05C_SRC.zip
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Biodude



Joined: 27 Aug 2008
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PostPosted: Mon Mar 08, 2010 12:15 pm    Post subject: Reply with quote

I got a hitlocation qc file if you want
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Mon Mar 08, 2010 6:02 pm    Post subject: Reply with quote

Thanks Baker, its actually quite simple. I'm gona mess around with it and see what i can come up with for L4Q Wink.

No thanks Biodude i got all the info i needed from the ModDB page. Thanks anyways.
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Tue Mar 09, 2010 5:20 am    Post subject: Reply with quote

Headshots in Quake (that is, check how high up on the bbox you hit) pretty much suck. If you are below the monster shooting up at him, you have to shoot at the air 2 feet in front of his head. If you are above the monster shooting down at him, you only have to hit anywhere within 5 feet of his head to do a headshot... Keep this in mind when you decide if you still want to do it...
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Error
Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Tue Mar 09, 2010 7:35 am    Post subject: Reply with quote

this is where model polygon hitting would come in handy.
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MDave



Joined: 17 Dec 2007
Posts: 75

PostPosted: Fri Mar 12, 2010 2:00 am    Post subject: Reply with quote

Can't quite remember exactly now (about 2 years ago!) but there is 2 methods for detecting headshots in Kurok, depending on what kind of attack it was Wink I did one method for missile type entities, and another method for hitscan attacks. This alleviated most of the problem mentioned by Sajt, since most weapons in Kurok were of the hitscan type Smile

Can't be bothered figuring it out now Razz but I do remember looking into how it was done in the Matrix mod and the moddb tutorial page.
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Ghost_Fang



Joined: 12 Nov 2009
Posts: 162

PostPosted: Sat Mar 13, 2010 4:49 pm    Post subject: Reply with quote

Yea i did notice that locational detection one was unreliable partially because of the aim assist. How would turn it off?

Also is there some sort of engine modification that would make the models to(where the mesh makes the hit box so in theory you would be able to shoot between their legs or something. That might increase the reliability of locational hit detection.
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sat Mar 13, 2010 5:59 pm    Post subject: Reply with quote

Q2K4 had per-poly collision detection, from an ancient tutorial I found buried inside somewhere. It worked pretty well actually, however there was no support to tell you via QuakeC where a projectile hit the entity.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Sat Mar 13, 2010 6:30 pm    Post subject: Reply with quote

darkplaces has HITMODEL, combined that with the new decal system (that applies decals to models) and you'll instantly be in love.

If you use skeletons or tags you could make actual hitboxes on heads and arms and legs with hitmodel for even more accurate locational damage!
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