Help - Search - Members - Calendar
Full Version: Hit Boxes...
Unknown Worlds Forums > Natural Selection > Natural Selection Help > New Player Forum
attrition
I'm not exactly a new player or anything; I just thought this was the right place to ask.... Is there a picture or some custom models that show the exact locations of the hitboxes in relation to the visible default models? I would just like to know a little bit about their shape and size. Someone had told me that if you shoot asrifle.gif the head of a skulk.gif you are really missing it completely, because there is a portion sticking out of the hitbox. T/F I don?t know but I found it interesting.

BlueNovember
There is no exact way to do it.
No, you cannot open it in a model viewer and look there. That's not the exact hitbox.

The hitboxes are not precise, but are close enough to make little or no difference. (Gone are the days of aiming for fade crotches...)
Come b6, they should be perfect. Practice fiddling with your mouse sensitivity and control instead.

HTH
CombatJoe
Just try your best to aim for the center. There is nothing seriously wrong with hitboxes right now, so it shouldn't be much of an issue.

One thing, not exactly related to hitboxes... the skulks point of view is not at the front of the model. This means that sometimes, when you think you can't be seen, you're visible clear as day... try to stay a few feet back from openings when you're ambushing. this applys doubly so for the onos.
Unipac
QUOTE (CombatJoe @ Nov 5 2004, 03:49 PM)
One thing, not exactly related to hitboxes... the skulks point of view is not at the front of the model. This means that sometimes, when you think you can't be seen, you're visible clear as day... try to stay a few feet back from openings when you're ambushing. this applys doubly so for the onos.

If I got a penny for everytime someone calls me a wallhacker because I knew precisely where the alien is, because their head is sticking right out around the corner.
BlueNovember
QUOTE (Unipac @ Nov 5 2004, 04:31 PM)
If I got a penny for everytime someone calls me a wallhacker because I knew precisely where the alien is, because their head is sticking right out around the corner.

Bloody irritating ftw. :|
But yeah, the trick is not to ambush. sad-fix.gif Bhop all the way, close the distance quickly. True ambushes are no longer worth it anymore. ::cry::
Acidophilus
Lol, if you see an onos around the corner, walk away really quickly. or ask your commander to use the emergancy beacon smile-fix.gif
ekent
QUOTE (Unipac @ Nov 5 2004, 01:31 PM)
QUOTE (CombatJoe @ Nov 5 2004, 03:49 PM)
One thing, not exactly related to hitboxes... the skulks point of view is not at the front of the model. This means that sometimes, when you think you can't be seen, you're visible clear as day... try to stay a few feet back from openings when you're ambushing. this applys doubly so for the onos.

If I got a penny for everytime someone calls me a wallhacker because I knew precisely where the alien is, because their head is sticking right out around the corner.

freaking.

nose.

hacker.
Sky
QUOTE (BlueNovember @ Nov 5 2004, 06:50 PM)
QUOTE (Unipac @ Nov 5 2004, 04:31 PM)
If I got a penny for everytime someone calls me a wallhacker because I knew precisely where the alien is, because their head is sticking right out around the corner.

Bloody irritating ftw. :|
But yeah, the trick is not to ambush. sad-fix.gif Bhop all the way, close the distance quickly. True ambushes are no longer worth it anymore. ::cry::

What marines are you playing against that let you bhop up to them confused-fix.gif

Ambushes still work for me.....early game. After MT gets up, it's pointless....
ReK
QUOTE
Max also did a great deal of work fixing "hull" orientation etc. In addition, Max included some "experimental" code that *replaced* the standard HL Engine call to detect if a projectile intersects a model by expressly ignoring the collision hull and instead checking if it intersects the hitboxes directly. This is really cool as it means that the hitboxes are properly represented on the model instead of being "contained" inside a rectangular box of size small, large, XL (3 sizes fits all!).

He introduced that code just shortly before a LAN event (I think it was the NYC LAN but neither I, nor Flayra are 100% sure on that - they say memory is the first thing to go tounge.gif ) and just before Max and Flayra did a build for this event they pulled the code as it exposed a crash bug (the infamous "egg crash").

Not long after that, pressures of life elsewhere dragged Max away from us, and as sometimes happens when you have a distributed team under high stress, this lovely elegant solution got forgotten about and was left "commented out" for the last few months. (Keep in mind that with the NS codebase spanning well over a million lines of code... closing on 2 million in fact, it is possible to forget a single commented out line. )

(Edited for relevancy)

...and the new "hitbox" code is running on our play testing and development builds and working like a dream. This code will, barring some huge bug rearing it's head, be in the next public release of NS.


This is posted in the announcements section here by joey.

That should answer the original question.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.