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Re: Shotting detection in different body parts [Re: EvilSOB] #258048
03/27/09 11:17
03/27/09 11:17
Joined: Aug 2007
Posts: 286
DestroyTheRunner Offline OP
Member
DestroyTheRunner  Offline OP
Member

Joined: Aug 2007
Posts: 286
wow.. i didnt know that!
That will save some memory!

thanks a lot smile

Re: Shotting detection in different body parts [Re: DestroyTheRunner] #260717
04/13/09 08:00
04/13/09 08:00
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
I wrote a body-part-detection once for my multiplayer western shooter, because the model hull is not being updated through animation cycles.

This "precise_shot.wdl" uses bones, too.
It makes a mathematical check whether a shot from a certain point to a certain direction passes a bone in a certaint distance or not.

Values like target vector and hit bone can be accessed, but you have to cross-check with a trace if there was soemthing in the way and call the function itself through a you=ent_next() loop for each entity.

It worked quite well, here's the thread:
precise_shot for ego shooters

The demo is not online any more, but the script file is.
Within the file there is a comment-description on how to use it (if still needed). ^^





Last edited by ShoreVietam; 04/13/09 08:01.

My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Shotting detection in different body parts [Re: DestroyTheRunner] #261938
04/21/09 07:59
04/21/09 07:59
Joined: Feb 2008
Posts: 69
Australia
M
MegaMarioDeluxe Offline
Junior Member
MegaMarioDeluxe  Offline
Junior Member
M

Joined: Feb 2008
Posts: 69
Australia
You could add invisible blocks that act as "collison detectors".


----
MegaMario
Regular 3D Game Studio User
http://www.krystalgaming.net
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