I wonder if it would be possible to make the skulk's bite radius wider when closer to the skulk... but narrow at the far end of the attack. Thus long range bites are possible... while close range bites will register at the same time.
<!--QuoteBegin-superelf+Jun 18 2004, 12:36 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (superelf @ Jun 18 2004, 12:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I feel that skulk bite like "gun"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> this describes the skulk bite pretty good i guess, as when a skulk kills someone by biting that person, the console shows "<skulk player> killed <marine player> with <b>bitegun</b>" (if i rememer correctly...)
i understand that bitegun is only a name... but maybe it makes sense <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Wow necromancy. I was always under the impression that skulk bite (and all the other alien melee attacks, too) was a hitscan weapon with an extremely short range. Anyone able to confirm or deny that?
According to TyrNemesis^ all melee weapons are traceline. But what does he know <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
This is what I currently believe, feel free to correct me:
I think the rotation of the skulk model in relation to walls is determined by the client, and that the server only has knowledge of the skulk's true direction. I'm pretty sure the skulks bite range originates from the origin of the skulk (center of the model), the same point at which you view the action from in first person, rather than originating from the skulk model's mouth (which is actually slightly further forward than the view model suggests). This means the range of the bite doesn't change depending on the angle of the skulk.
The theory here of the skulk bite being a gun with an extremely short range is true to an extent. You may notice when you are right up next to a marine, you are able to bite them and inflict damage without actually looking directly at them. A regular gun shooting slightly off to the side of a skulk, at point blank range, would miss however. The reason for this is simple, rather than using a TraceLine to determine if it hits a target (a TraceLine traces using a pointsize line), a TraceHull is used. There are 4 hulls in NS, a visual hull (pointsize), and 3 collision detection hulls (1st: skulk, gorge, lerk, crouching fade, crouching marine. 2nd: marine, fade, crouching onos. 3rd: standing onos) The TraceHull traces using one of these hulls (presumably the smallest) to detect a target. Due to the hull's width, it will detect entities slightly to the sides of the actual attack direction.
<!--QuoteBegin-Hobojoe+Jul 31 2004, 01:14 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jul 31 2004, 01:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Forlorn+Jul 31 2004, 11:38 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Jul 31 2004, 11:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As I'm typing this at the CPL, I can faithfully say all 'bite missing issues' are lag related.
Aliens are 2x as good in a LAN enviroment, as their bites practically never miss. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> but how many times are marines better? no lag helps lmgs too <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> no not really.
1 bite missing due to lag hurts so much more over 1 less bullet
If this is infact related to skulks clinging to marines, this could make sense - afterall, everyone knew you couldn't hit a crouched marine without holding crouch yourself, which disables wall walking...
<!--QuoteBegin-Forlorn+Aug 9 2004, 02:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Aug 9 2004, 02:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's the deal. You look at them, they get bit. Misses occur because of lag.
Case closed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I know. Still annoying though D:
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Improved lag compensation for the player with the last player slot (ie. player 10 on a 10 player server) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That's the PSHB, which has nothing to do with the subject at hand. Well, similar results with bites may be seen on a bugged player, but this is something that can happen when biting any marine, not just the bugged slot marine.
<!--QuoteBegin-Forlorn+Aug 9 2004, 02:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Aug 9 2004, 02:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Here's the deal. You look at them, they get bit. Misses occur because of lag.
Case closed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> How can you be so sure? Just from few LAN matches? I have played several LAN games too, and bug still did happen to me. Why this happens with skulk bite only, and not with fade?
Even if it is network related, there can be some bug that causes it. And besides it, your view direction is always synchronized, ie. you can never bite or shoot in wrong direction due to lag, only player movement (location) is not synchronized with server.
Comments
this describes the skulk bite pretty good i guess, as when a skulk kills someone by biting that person, the console shows "<skulk player> killed <marine player> with <b>bitegun</b>" (if i rememer correctly...)
i understand that bitegun is only a name... but maybe it makes sense <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I think the rotation of the skulk model in relation to walls is determined by the client, and that the server only has knowledge of the skulk's true direction. I'm pretty sure the skulks bite range originates from the origin of the skulk (center of the model), the same point at which you view the action from in first person, rather than originating from the skulk model's mouth (which is actually slightly further forward than the view model suggests). This means the range of the bite doesn't change depending on the angle of the skulk.
The theory here of the skulk bite being a gun with an extremely short range is true to an extent. You may notice when you are right up next to a marine, you are able to bite them and inflict damage without actually looking directly at them. A regular gun shooting slightly off to the side of a skulk, at point blank range, would miss however. The reason for this is simple, rather than using a TraceLine to determine if it hits a target (a TraceLine traces using a pointsize line), a TraceHull is used. There are 4 hulls in NS, a visual hull (pointsize), and 3 collision detection hulls (1st: skulk, gorge, lerk, crouching fade, crouching marine. 2nd: marine, fade, crouching onos. 3rd: standing onos) The TraceHull traces using one of these hulls (presumably the smallest) to detect a target. Due to the hull's width, it will detect entities slightly to the sides of the actual attack direction.
Aliens are 2x as good in a LAN enviroment, as their bites practically never miss.
Aliens are 2x as good in a LAN enviroment, as their bites practically never miss. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
but how many times are marines better? no lag helps lmgs too <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
no not really.
1 bite missing due to lag hurts so much more over 1 less bullet
Case closed
Case closed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I know. Still annoying though D:
From the Steam website.
Case closed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
How can you be so sure? Just from few LAN matches?
I have played several LAN games too, and bug still did happen to me.
Why this happens with skulk bite only, and not with fade?
Even if it is network related, there can be some bug that causes it.
And besides it, your view direction is always synchronized, ie. you can never bite or shoot in wrong direction due to lag, only player movement (location) is not synchronized with server.