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FPSC Classic Product Chat / entity hit when shot not on target??

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ScottyW
16
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Joined: 30th Apr 2010
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Posted: 1st Jul 2010 17:45
If I put the entity into fps and shoot at it, the original problem happens- the target can be hit when the shot is not quite on target. This seems to be a problem with all entities that I can put in including stock characters that I have not made. However, it only seems to be a problem with entities and not objects. I can make my zebra an object using 'makeentitiesfromxfiles' and then when I insert it into FPS it clears up the non accurate hits problem.

Brilliant I thought, until I realised that none of the movement scripts using waypoints will work with an object, only an entity. As soon as I use the command 'ischaracter=1' in my object FPE file then the entity targetting problem comes back.

I seem to have a choice of non accurate hitting of my model but with model movememt or accurate hitting of my model but it can't move. If anyone can tell me how to make objects follow waypoints without turning them into entitiy's, or how to ensure my entity only gets hit when it actually has a hit on target, then you will save me from abandoning my project. I've run out of ideas.
Errant AI
19
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Joined: 24th Aug 2006
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Posted: 1st Jul 2010 21:02
This because static entities can use per-poly hit detection whereas dynamic entities/characters use a rather poor single hit-box system which I believe to be calculated from the model's bounding box as it would appear in the first frame of exported animation. I'm holding out hope that this will be addressed in an FPSC update but sadly not holding my breath.
ScottyW
16
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Joined: 30th Apr 2010
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Posted: 2nd Jul 2010 01:34
Ok, so in a sense the entire system is flawed. I mean, the basic aim of games are that you shoot people, but you don't even need to shoot on target to hit characters... amazing!

I'm guessing there is no easy way of manipulating this bounding box is there? It must seem stupid to people using a sniper scope that they don't even need to get their aim accurate
Soviet176
16
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 2nd Jul 2010 01:59
Hmm, Errant, is the 1.17 going to fix this?

Errant AI
19
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Joined: 24th Aug 2006
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Posted: 2nd Jul 2010 02:25
I have no idea, Soviet176. One can only hope and let TGC know that this is indeed a needed feature. Squeaky wheels getting the grease and all... It's easy for the developers to overlook these core needs when all they hear is people pleading for bloom and ragdoll.

@ScottyW, I tend to agree with you that it is high on the fatal-flaw list. The current system works OK-ish with bipedal characters and it is fast for CPU processing. Many old generation FPS use a similar system. However, I think that moving foreward it is something that very much needs to be upgraded. The current method really falls apart when dealing with characters that have dynamic aninmations or a lot of negative space within the bounding box; like the zebra you mention. Ironically, the core shooting experience has long been a weak-point in FPSC. The popularity of source mods which have incorporated AirMod really highlights this fact.
ScottyW
16
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Joined: 30th Apr 2010
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Posted: 2nd Jul 2010 16:22
Well thanks for your replies. I think this rules out using FPSC for my project. Hopefully the developers will realise how important it is to sort this out.

Cheers.

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