Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / Locational damage help please

Author
Message
SamHH
19
Years of Service
User Offline
Joined: 9th Dec 2006
Location: Vermont
Posted: 10th Aug 2010 06:10
Hey all, I was wondering if you guys could pool your knowledge into this: Fpsc doesn't have a hitbox system, and the newly implemented headshot system seems to be based on a height marker instead of using the rigged limbs. I remember a script a while ago that referenced using the "head" bone in the fpsc biped, as I remember this script simply rotated the head, but could be possible to use a command like this to detect when a limb is shot and affect extra damage or something to that effect.

Thanks,

SamHH


Plystire
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 10th Aug 2010 08:02
This would require a Mod. There's really no way around it.

If anyone feels up to the task of doing this in a Mod, here's how I can see it working:

METHOD 1 (Uses all limbs with vertexdata)
- When an entity (probably will be character explicit, but don't see why it couldn't be done for ANY entity) is loaded intot he system, run through all limbs and determine which limbs are corresponding to vertexdata. If vertexdata corresponding to limb is found, save limb name into array and create a bounding box for this limb (for faster raycasting a box would be best) which the index for will also be saved into array.
- When player fires, determine which entities may be within the line of fire, compile the list and check for ray collision with their limb boxes.

METHOD 2 (Uses specified limbs)
- When entity is loaded in, compile list of limbs from FPE file. Run through list and create bounding boxes for each limb specified. FPE will also contain "damage ratio" for each limb to determine which limb shots hurt the most or the least.
- When player fires, determine which entities may be within the line of fire, compile the list and check for ray collision with their limb boxes. Apply damage based on damage ratio of the limb.


For collision detection it would probably be best if the regular "bounding box" was used first... if the entity detected being shot, THEN run through individual limbs and run individual checks against them.


That's the way I see it being done code-wise. Anyone else have thoughts on this?


The one and only,


Login to post a reply

Server time is: 2026-07-04 17:49:18
Your offset time is: 2026-07-04 17:49:18