Hit Boxes In 2.1
Vri
Join Date: 2003-08-11 Member: 19463Members
<div class="IPBDescription">updated?</div> You guys can discuss this already talked over topic if'ya want but I wont take part, all I want to know is will hit boxes be updated in 2.1 in any way, a simple yes or no will do from someone who knows whats really going on, that is all TY <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> .
Comments
Max
The hitboxes look quite normal, like they should be you would think, but apparently HL only cares to check if a hitbox is "hit" if a bullet first hits the hull of a player, so for example, only the hitboxes in the middle of the onos count- because that is where the hull of the onos is.
I'm with you. Just imagine if Flaya managed to get a commercial project together using the HL2 engine. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I'm with you. Just imagine if Flaya managed to get a commercial project together using the HL2 engine. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Or any project.
I heard that Digital Paintball came up with some "revolutionary"(for half-life, that is) technique, in such a way that if you dont hit the model, you dont hit the player. Or something such.
Maybe someone could mail them and ask?
Hitboxes -------------> Server Sided
If the whole model was to be handeled by the server there would be plenty of lag.
I'm not sure if this is possible. The license of the Half-Life SDK might dictate that the tools can only be used for making mods for Valve games. Not sure if this is the case for HL (if you want to check, download the SDK and Worldcraft/Hammer and read the license) but there are games that had such restrictions. If this is the case, using a different engine for NS would mean that you not only have to rewrite loads of code, but also remake all levels and models. That would be a lot of work for a game as big as this one.
Such as?
You cant miss an onos, seriously.
Collision code gets improved all the time.
Such as? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I dunno. How about that huge fish?
You cant miss an onos, seriously.
Collision code gets improved all the time. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
That's what I thought until I emptied an entire lvl2 HMG clip into an onos and it didn't die (this was v2.01b with 3 turrets helping). I was aiming for the middle and my aim is usually decent. The onos got me during the reload <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Maybe I had just been sitting in the comm chair too long and my aim atrophied.