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Ghost_Fang
Joined: 12 Nov 2009 Posts: 162
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Posted: Mon Mar 08, 2010 4:27 am Post subject: Headshots |
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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
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Posted: Mon Mar 08, 2010 5:14 am Post subject: |
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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
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Posted: Mon Mar 08, 2010 5:38 am Post subject: |
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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
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Biodude

Joined: 27 Aug 2008 Posts: 83
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Posted: Mon Mar 08, 2010 12:15 pm Post subject: |
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I got a hitlocation qc file if you want |
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Ghost_Fang
Joined: 12 Nov 2009 Posts: 162
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Posted: Mon Mar 08, 2010 6:02 pm Post subject: |
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Thanks Baker, its actually quite simple. I'm gona mess around with it and see what i can come up with for L4Q .
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
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Posted: Tue Mar 09, 2010 5:20 am Post subject: |
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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... _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe. |
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Error Inside3D Staff

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

Joined: 17 Dec 2007 Posts: 75
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Posted: Fri Mar 12, 2010 2:00 am Post subject: |
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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 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
Can't be bothered figuring it out now 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
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Posted: Sat Mar 13, 2010 4:49 pm Post subject: |
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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
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Posted: Sat Mar 13, 2010 5:59 pm Post subject: |
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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. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Sat Mar 13, 2010 6:30 pm Post subject: |
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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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