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  #1  
Old 04-07-2012, 07:07 AM
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pasyy pasyy is offline
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Default Head Shot Zone Display Tool for multiplay

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).
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  #2  
Old 04-07-2012, 06:09 PM
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Yin Yin is offline
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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.
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  #3  
Old 04-07-2012, 06:41 PM
Valar_Omega Valar_Omega is offline
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Why is the pat's headshot hitbox in his right hand? I interesting to see the hitbox behavior, dang that is off at times.
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  #4  
Old 04-08-2012, 12:22 AM
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tyabasira tyabasira is offline
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Yay finally!
Otukaresama!
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  #5  
Old 04-08-2012, 12:22 PM
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Yin Yin is offline
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Quote:
Originally Posted by Valar_Omega View Post
Why is the pat's headshot hitbox in his right hand? I interesting to see the hitbox behavior, dang that is off at times.
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.
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  #6  
Old 04-08-2012, 06:13 PM
Olivier Olivier is offline
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omg..... and I thought that the css hitboxes were bad.....
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  #7  
Old 04-09-2012, 06:17 AM
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Murphy Murphy is offline
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Wow, for hitboxes this inaccurate you'd think a less detailed sphere would suffice!? Like... a box?
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  #8  
Old 04-14-2012, 06:06 AM
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pasyy pasyy is offline
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Quote:
Originally Posted by Murphy View Post
Wow, for hitboxes this inaccurate you'd think a less detailed sphere would suffice!? Like... a box?
There is no "box" in this game.
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.
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  #9  
Old 06-17-2012, 02:31 PM
Blasphemy Blasphemy is offline
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Awsome THX!

How did you get your perks to work with your mutator?

Last edited by Blasphemy; 06-17-2012 at 02:43 PM.
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  #10  
Old 06-17-2012, 03:40 PM
Tiro Tiro is offline
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I guees, he playing with server fun perk.
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  #11  
Old 06-23-2012, 03:42 AM
Dave_Scream Dave_Scream is offline
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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.
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  #12  
Old 06-23-2012, 05:56 AM
Benjamin Benjamin is online now
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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.
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  #13  
Old 06-23-2012, 03:33 PM
FluX FluX is offline
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Quote:
Originally Posted by Dave_Scream View Post
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.
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.
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  #14  
Old 06-23-2012, 03:35 PM
Benjamin Benjamin is online now
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Quote:
Originally Posted by FluX View Post
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.
Sadly, no.
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  #15  
Old 06-25-2012, 02:49 AM
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pasyy pasyy is offline
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Quote:
Originally Posted by Dave_Scream View Post
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.
Sorry for stripping,cos this Mutator is not complete and I'm still working on.
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.
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