Quote: "Why bother? You already have a detection of hit, just calculate the bullets last height before the hit [in relationship to it's starting height]. True, on inclines or declines this method will fail, and you will have to calculate the bullet's height in relationship to the nearest floor, but it is much eaiser to implement then a colision sphere."
The collision sphere method would not fail. It would be a dependent object that would automatically position itself every loop. It wouldn't even create any overhead.
Calculating the bullet's distance to the floor is also pointless, because the model might be elevated off of the floor, i.e. - falling off of something. It needs to be calculated relative to the object, not the level mesh.
I use dependent objects all the time for different effects in games. I find them stable and simple to use. Say, for instance, you wanted to calculate a hit to the character's arm. If you tried doing it with math, you'd never get it done. The arm is constantly moving. If you position a collision sphere, and glue it to his arm, it would be simple. If both the model and the collision sphere were hit, the arm would register a hit. I'm doing something similar right now in my RPG. It allows me to simulate Mesh-mesh collision in combat without the overhead.
Quote: "you probably could use the open source one that was released with HL 1 but, then again. licensing issues there. "
It was written in a different language, so it would be an exercise in frustration. It's entirely possible in DBP. I already gave you guys the equation to position the sphere correctly and register hits. Or, you could glue the collision spheres to the object limbs instead.
Some FPSC fanatic should implement it and impress everyone. I just don't really care about FPSC, though I'm a bit familiar with the code. I'm heavily invested in my own project atm.
Come see the WIP!