Is there hit boxes in this game? Or is it just body/head. Like if you shoo the leg, does it do less damage than hitting the chest?
Most of the time headshot=dead, legshot=wounded. The only thing that will always kill you with one "shot" anywhere is the knife.
Or the defibrillator
or the grenade launcher
or a grenade
or a C4
or.....
or a grenade
or a C4
or.....
Not true. There are damage radii for these.Buzerk1 wrote:
or the grenade launcher
or a grenade
or a C4
or.....
yar.
"If you want a vision of the future, imagine SecuROM slapping your face with its dick -- forever." -George Orwell
You never around grenade launcher whore didn't you... one shot kill... that's what we are talking about... it's like if you were saying... "Ya knife is only a kill if you hit the guy"bs6749 wrote:
Not true. There are damage radii for these.Buzerk1 wrote:
or the grenade launcher
or a grenade
or a C4
or.....
and even that's not the case...i've hit guys with the knife, and got the sound and dust flying and didn't kill them...Buzerk1 wrote:
You never around grenade launcher whore didn't you... one shot kill... that's what we are talking about... it's like if you were saying... "Ya knife is only a kill if you hit the guy"bs6749 wrote:
Not true. There are damage radii for these.Buzerk1 wrote:
or the grenade launcher
or a grenade
or a C4
or.....
Hmmm...do you mean hitboxes like in RTCW or ET ?
These 11 objects are picked from the gamecode.
left_upperleg
right_upperleg
left_lowerleg
right_lowerleg
head
spine2
spine3
right_shoulder
right_low_arm
left_shoulder
left_low_arm
I didn't have time to look if they are used only for animation purposes or are they so called "hitboxes" too.
If those objects are used when calculating "hits" then I understand why the ingame accuracy seems like lotto sometimes.
The reason is that they are not "hitboxes" like in RTCW or ET.
They are "hit areas"..those objects have their own radius.
P.S.
Everyone can calculate 10x10 (hitbox) fast without paper and pen but calculating
3.1415927 * R(head)^2 (hit area) takes more time and the result is NEVER accurate.
On the other hand...the hit area describes the form of head much better than the hitbox.
And as I wrote, I didn't have time to check how those objects are manipulated....
EDIT: ...in code there is also a "base matrix" for all character classes. That matrix describes "starting conditions" for the soldier.
Heavy soldier has for example different "explosion endurance" than light infantry. I don't remember how many different parameters there are per character class but lets say over 10...
Sooo...it's not that easy to say "headshot=kill, legshot=not a kill".
These 11 objects are picked from the gamecode.
left_upperleg
right_upperleg
left_lowerleg
right_lowerleg
head
spine2
spine3
right_shoulder
right_low_arm
left_shoulder
left_low_arm
I didn't have time to look if they are used only for animation purposes or are they so called "hitboxes" too.
If those objects are used when calculating "hits" then I understand why the ingame accuracy seems like lotto sometimes.
The reason is that they are not "hitboxes" like in RTCW or ET.
They are "hit areas"..those objects have their own radius.
P.S.
Everyone can calculate 10x10 (hitbox) fast without paper and pen but calculating
3.1415927 * R(head)^2 (hit area) takes more time and the result is NEVER accurate.
On the other hand...the hit area describes the form of head much better than the hitbox.
And as I wrote, I didn't have time to check how those objects are manipulated....
EDIT: ...in code there is also a "base matrix" for all character classes. That matrix describes "starting conditions" for the soldier.
Heavy soldier has for example different "explosion endurance" than light infantry. I don't remember how many different parameters there are per character class but lets say over 10...
Sooo...it's not that easy to say "headshot=kill, legshot=not a kill".
Last edited by BudRell (2006-01-06 13:34:32)