Onos Hitbox
LoRDxDeMoN
Join Date: 2003-03-17 Member: 14636Members
<div class="IPBDescription">and some pictas</div> we all know it was fux0rd in 1.0x, some of us thought it was fixed in 2.0x
long story short, i once said i thought the onos hitbox was that of a (or similar to that of a) one Gordon Freeman. people said that i was wrong, and posted pictures from HLMV to show the "real" onos hitboxes
sure, that was fine. however, as i found out, the onos hitboxes are really much smaller than its model
before you condemn me crazy, take a look at some of these screenshots
first, here is the original (edited to remove names/chat) screenshot of an onos in Central Processing (ns_caged): <a href='http://home.beld.net/~kamil/images/NS/onos/ns_caged0002.jpg' target='_blank'>ns_caged0002.jpg</a>
here is a smaller version of that same shot: <a href='http://home.beld.net/~kamil/images/NS/onos/onos1.jpg' target='_blank'>onos1.jpg</a>
after i took that screenshot, i shot the onos from its arse to its head, while trying to keep the gun centered;
as many of you know, NS shows lots of purty green blood whenever an alien form/structure is shot
here are the results of those shots, after mr. onos has moved out of my way: <a href='http://home.beld.net/~kamil/images/NS/onos/onos2.jpg' target='_blank'>onos2</a>
as you can see (hopefully, some of that shot is pretty dark), the registered hits and the bullet marks show where damage has been done
here's a modified version of the first picture, this time including a pretty red box around the area (NOTE: height hasn't been tested, hence it's irrelevant) of the approximate side hitbox of the onos: <a href='http://home.beld.net/~kamil/images/NS/onos/onos3.jpg' target='_blank'>onos3.jpg</a>
and just to spice things up, here's a shot from HLMV: <a href='http://home.beld.net/~kamil/images/NS/onos/onosHLMV.jpg' target='_blank'>onosHLMV.jpg</a>
which also shows that while HLMV shows a nice outline, those hitboxes in no way represent the "hit" boxes
just something i was bothered by for a little while; hopefully it'll clear some confusion about this issue. which also brings me to another point:
best way to kill an onos is to shoot it in the arse, from behind <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
long story short, i once said i thought the onos hitbox was that of a (or similar to that of a) one Gordon Freeman. people said that i was wrong, and posted pictures from HLMV to show the "real" onos hitboxes
sure, that was fine. however, as i found out, the onos hitboxes are really much smaller than its model
before you condemn me crazy, take a look at some of these screenshots
first, here is the original (edited to remove names/chat) screenshot of an onos in Central Processing (ns_caged): <a href='http://home.beld.net/~kamil/images/NS/onos/ns_caged0002.jpg' target='_blank'>ns_caged0002.jpg</a>
here is a smaller version of that same shot: <a href='http://home.beld.net/~kamil/images/NS/onos/onos1.jpg' target='_blank'>onos1.jpg</a>
after i took that screenshot, i shot the onos from its arse to its head, while trying to keep the gun centered;
as many of you know, NS shows lots of purty green blood whenever an alien form/structure is shot
here are the results of those shots, after mr. onos has moved out of my way: <a href='http://home.beld.net/~kamil/images/NS/onos/onos2.jpg' target='_blank'>onos2</a>
as you can see (hopefully, some of that shot is pretty dark), the registered hits and the bullet marks show where damage has been done
here's a modified version of the first picture, this time including a pretty red box around the area (NOTE: height hasn't been tested, hence it's irrelevant) of the approximate side hitbox of the onos: <a href='http://home.beld.net/~kamil/images/NS/onos/onos3.jpg' target='_blank'>onos3.jpg</a>
and just to spice things up, here's a shot from HLMV: <a href='http://home.beld.net/~kamil/images/NS/onos/onosHLMV.jpg' target='_blank'>onosHLMV.jpg</a>
which also shows that while HLMV shows a nice outline, those hitboxes in no way represent the "hit" boxes
just something i was bothered by for a little while; hopefully it'll clear some confusion about this issue. which also brings me to another point:
best way to kill an onos is to shoot it in the arse, from behind <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
No comment <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Do you think you could do the same thing for the other views on the Onos? Nine times out of ten, when an onos gets shot, it'll turn towards the attacker. Being able to see how <i>wide</i> the hitbox is would definatly help out so that players know where to shoot (not to mention showing if the onos has an advantage in how it's hitbox is configured).
Thanks again for taking the time to do these tests. I'm sure that people would love to see the true hitbox of the most powerful alien morph.
As, am using the ultralisk Onos skin.
Oh yeah, ultralisk model still uses onos hitboxes.....I think. So yeah, this probably does apply.
1) Marines are no longer un-attackable if ducking in a vent or on a ladder
2) Skulks can actualy bite above and below them
Onos and fades a little odd. I remeber once, as a fade, I was standing behind an arms lab slashing it and a marine came and shot at me from the other side. Oddly enough he missed entirely even though the bullets went right through me...he then said i was h4xing lmao.
1) Marines are no longer un-attackable if ducking in a vent or on a ladder
2) Skulks can actualy bite above and below them
Onos and fades a little odd. I remeber once, as a fade, I was standing behind an arms lab slashing it and a marine came and shot at me from the other side. Oddly enough he missed entirely even though the bullets went right through me...he then said i was h4xing lmao. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
As a fade, you can 'hide' between buildings so that your hitboxes are concealed by them. That way you take little to no damage. Very useful if a turret farm has the turret factory righe next to a resource tower.
always aim center mass. if you shoot for the middle, which gives you the greatest percentage of hitting anyways, from any angle, you'll do more damage than if you aim at one end or another.
Sorry Onkel but your explanation has me completely lost... is it something along the lines of, the hit box cant be larger than the model (I doubt) or the cube can only grow in equal diameter on all sides so if it grows too big some part of the hit box may be sticking out of the model?.. I need a little help here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
as for width (frontview), it's pretty much as wide as the width of the length (sideview), simply much easier to center (since the model is symmetric).
(argh... i hate the spelling of those words, strength, height, width, length... sooo annoying)
Come to think of it, that's probably why gorges and lerks are also NEVER dying to my shots ... I'm just not aiming at the right imaginary hitbox. I kill fades fine.
And from the guy behind with the shotgun: "**** isn't standing now..."
There are times I swear I hit that skulk, and I also noticed how terrible people are at hitting me the few times I play an Onos.
Gorges, however. They're the easiest to hit of all.
The Half-Life engine has a _very_ basic traceline* detection what concerns the player (also on NPCs but they can be traceline-ed correctly with hitboxes on their models). 3 different sized hulls exist for a player - standard is standing, crouched and point size (0). This is also used for collision detection but that's another story. So you have only hits registrated within these 2 possible hulls which is the rough part of the process. The second is to determinate the more exactly hit position with the hitboxes of the according model. So now you got the problem with the onos - the model is bigger than the standing player tracehull is. Hence no shots will be registered on the outern part of the model as it lies out of the tracehull.
Now let's look at the skulk, why isn't he hit when you aim high above him - the tracehull has after all the size of a standing player!? There comes the second part: The model doesnt have hitboxes there, so no damage is applied at all.
Conclusio: Everything in the tracehull CAN be registered as a hit if the hitboxes are implemented but NOTHING outside the tracehull can be registered as a hit.
* a traceline is a line, in this case traced from the player's aiming vector to the next entity in front of him
This is used in the SDK when a weapon is fired
which makes sense, because the top of that rectangle would be the head area of any human shaped model based on the gordon-freeman HL model. Head hitboxes usually come with hefty damage multipliers.
maybe thats why it owns so much....
Anyhow............
I'm new, and I noticed the hitboxy stuff fairly fast. Now I know where to shoot aliens, and that the trick is always to be in front or behind.
1) Marines are no longer un-attackable if ducking in a vent or on a ladder
2) Skulks can actualy bite above and below them
Onos and fades a little odd. I remeber once, as a fade, I was standing behind an arms lab slashing it and a marine came and shot at me from the other side. Oddly enough he missed entirely even though the bullets went right through me...he then said i was h4xing lmao. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As long as people are no longer invincible, that's good enough for now. Massive improvement.
edit: All of the hitable areas are rectangular like that. It's rather annoying. Fades and onos have the same areas as a standing marine.
These are terrible anti-onos odds, so most of the player population should be complaining about Onoses that rarely go down, and how unattaching evolutions from hives has severely unbalanced the game. This does not happen, those Onos are constantly going down(or redeeming, doesn't matter), so there be must be some explanation.