Pithlit
Sep 18 2004, 10:41 PM
Well, i hope this is not a "feature" of ns.
A good skulk can hang itself in such a way behind a restwoer of the marines that its hitbox is somehow hidden by the restower and he isnt damagable by normal weapon fire.
Only way is knifing and/or explosives.
Just jump up behind an rt (stand really close to it) and stick to it a little more than 2/3 up on it.
For a marine almos all of you body will be visible above the rt, but you wont take any damage.
I will provide you with a screen, if i get one.
taboofires
Sep 19 2004, 05:48 AM
This is well known.
The problem is a combination of skulk hitbox rotation code and the hitbox of the resource tower.
I thought this was fixed in b5, but the only references I can find are a "feedback" comment in Mantis, which doesn't really give any helpful information.
Align
Sep 19 2004, 08:35 AM
I suppose they could just shrink the hitbox of the RT quite a bit?
Yumosis
Sep 19 2004, 09:25 AM
Currently the hitbox doesn't rotate at all with the model, but with the player's view, this is a source of a lot of the hitbox problems. No one ever really knowticed this in 2.0 because the hitbox was so much larger.
I've talked(whined) to tyrnem about this maybe 5-10 times, it's probably the most annoying bug in ns. It's a pretty hard bug to fix, it would require the whole rotation code be totally redone.
coris
Sep 19 2004, 12:00 PM
Yumosis, I know that the hitbox rotates along with your view, but in what way? If you look up then your hitbox will be as if youre facing upwards etc, correct?
SaltzBad
Sep 19 2004, 12:26 PM
Its basicly a box the size of your Skulk pointing with its front and end wherever you're currently poiting. Your view is roughly at the center. This means you can move your rear end into walls and your front end out into the air where theres no visual model. The gameplay effects of this alone aren't so great though, unless you end up pistoling a wallwalking skulks snout or something silly
Yumosis
Sep 20 2004, 12:14 AM
Another reason this is worse in 3.0 is because the view of the skulk was moved in 3.0 ( from 2.0's)
*the origin is the start of the skulk or where you start viewing the inside of his head, you'll have to excuse the poor drawings, I don't feel like uploading any pictures.
Old Origin of view (closer to the rear of the skulk)
| CODE |
______ bottom | | | X | | | | | | | |____ | head
|
New Origin of view (between his shoulders)
| CODE |
______ bottom | | | | | | | | | X | |____ | head
|
This was done because there were situations were you could get shot before you could even see the other player (he could see you, but you couldn't see him). I believe this could also be the cause of many hitbox problems, I certainly think it is the source of this problem. If the skulk model's rotation wasn't updated properly it could be rotating around the old origin, only an idea.
grepdashv
Jan 26 2005, 08:00 PM
worth investigation.
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