![]() |
![]() |
|
#1
|
||||
|
||||
|
Hello There.
"Where's gone my Headshot?" Most of You might have experieced such situations during KF multiplay. Head Shot Zones are not always located as Specimens look cause of network issues or maybe bugs(I guess). This Mutator shows proper Head Shot Zone positions as light blue Sphere. ![]() Testplay video Here it goes. http://www.mediafire.com/file/5yvybe.../PyHSDebug.zip Also including ranged test map for this Mutator as "KF-Testmap6p_FiringRangeV2pppp.rom". In this map with this Mutator,Specimens HP is always fixed as 6 Players with no relation to actual players number. Testmap Originally by Anaemix and Testmap6p_FiringRangeV2 by V. . Debug objects from Benjamin's Debugging Tools - Specimen collision viewer. http://forums.tripwireinteractive.co...ad.php?t=54022 Thanks Benjamin. Notes: This Mutator is not Whitelisted so recommend to be used with ServerPerks Mutator. You can not earn money from Crawler and Husk. Turn items in PyHSDebugLevel.ini to True,and further debug is available(somewhat incorrect now sorry). |
|
#2
|
||||
|
||||
|
Oh god it hurts seeing the hitboxes being so off. Nice mutator though, good way to figure out where the hell the hitboxes are at during which animation.
|
|
#3
|
|||
|
|||
|
Why is the pat's headshot hitbox in his right hand? I interesting to see the hitbox behavior, dang that is off at times.
__________________
"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me...."--Dune |
|
#4
|
||||
|
||||
|
Yay finally!
Otukaresama! |
|
#5
|
||||
|
||||
|
Probably because it's the most dangerous part of him, that right hand swing is overpowered as hell, lolol. I guess he crouched down and his animation for crouching down didn't play properly.
|
|
#6
|
|||
|
|||
|
omg..... and I thought that the css hitboxes were bad.....
|
|
#7
|
||||
|
||||
|
Wow, for hitboxes this inaccurate you'd think a less detailed sphere would suffice!? Like... a box?
__________________
|
|
#8
|
||||
|
||||
|
Quote:
Only cylinders are used for Hit detection. ![]() And calculation for Head Shot will be done when Hit detected roughly. ![]() This Mutator just express the calculation. And the shape is thought to be right. |
|
#9
|
|||
|
|||
|
Awsome THX!
How did you get your perks to work with your mutator? Last edited by Blasphemy; 06-17-2012 at 02:43 PM. |
|
#10
|
|||
|
|||
|
I guees, he playing with server fun perk.
|
|
#11
|
|||
|
|||
|
I tryed to decompile but source was stripped.
One question - how to change KFMonster to another monster base class? cause I need somehow to edit KFMonster TakeDamage function cause big amount of error messages goes to server log from here. |
|
#12
|
|||
|
|||
|
Unfortunately the video is unavailable so I can't see how accurate it is without testing it myself, but let me just point this out to the OP and others:
Movement animations (walk, strafe, jump) are not executed server-side, and as such the head sphere remains in the same relative place during normal movement. It's only during the non-standard animations such as attacks that the head actually moves, and for this the server does an approximation of where it should be.
__________________
|
|
#13
|
|||
|
|||
|
Actually I want to know this too. Is there anyway of replacing the KFMonster with a custom one without remaking the specimens to extend from this file? This is the only reason im baking off of fire weapons as I don't want them to level Firebug as I have a specific perk for this flame thrower I am using.
|
|
#14
|
|||
|
|||
|
Quote:
__________________
|
|
#15
|
||||
|
||||
|
Quote:
I will add codes after completion release. But sadly,I also don't know how to 'just' replace KFMonster to another one. Class parent-child relationships are below, in usual KF KFMod.KFMonster - KFMod.ZombieClotBase - KFChar.ZombieClot while in my Mutator KFMod.KFMonster - PyHSDebugBase.KFMonsterPy - PyHSDebugBase.ZombieClotBase - PyHSDebug.ZombieClot So I actually remade Zeds and this way looks messy. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|