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InsideQC Forums • View topic - Model Area Specific Damage

Model Area Specific Damage

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Model Area Specific Damage

Postby Team Xlink » Mon Nov 16, 2009 8:39 pm

Solved
Last edited by Team Xlink on Tue Nov 17, 2009 2:18 am, edited 1 time in total.
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Postby lth » Mon Nov 16, 2009 10:49 pm

I did this in my Black Ops mod by specifying a head height in every single animation frame for every model. Even then, it was not very accurate at all, since hitscans hit the outside of the bounding box. If you use Darkplaces you can set hitscans to trace against the alias model instead of the bounding box, and therefore you could then set a pair of vectors to specify the location of the head in each frame.
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Postby metlslime » Mon Nov 16, 2009 11:04 pm

i was thinking about this recently. This is pretty vague, but you could:

1. test the initial traceline against the standard bbox
2. if it's a hit, create a smaller temporary entity with a bbox around the "vulernable" spot
3. do another trace ignoring the larger box (maybe set the .owner field or something similar to accomplish this)
4. if the smaller box is hit, apply the special damage. if it's a miss, apply the base damage.
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Postby Downsider » Tue Nov 17, 2009 1:50 am

It's probably easier to do the regular trace, then write a special trace builtin that would trace against the alias model.. I believe there's an article on alias model collision, I've seen it before.
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Postby Team Xlink » Tue Nov 17, 2009 2:17 am

Thank you for the help.


I got it working.
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Postby Spike » Tue Nov 17, 2009 3:14 am

.
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