Model Area Specific Damage
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Model Area Specific Damage
Solved
Last edited by Team Xlink on Tue Nov 17, 2009 2:18 am, edited 1 time in total.
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
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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lth - Posts: 144
- Joined: Thu Nov 11, 2004 1:15 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.
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.
- metlslime
- Posts: 316
- Joined: Tue Feb 05, 2008 11:03 pm
6 posts
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