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Head Shot! #187632
03/08/08 21:12
03/08/08 21:12
Joined: Nov 2006
Posts: 193
England
RyuShinji Offline OP
Member
RyuShinji  Offline OP
Member

Joined: Nov 2006
Posts: 193
England
How would you have different damage values for different parts of the body?

such as head shots, downs when hit in the leg, instant kills when hit in the chest or head, not much damage when hit in the arm or hand...
does anyone know how this can be done?

Re: Head Shot! [Re: RyuShinji] #187633
03/08/08 21:17
03/08/08 21:17
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
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Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
One possibilty is to have different vertex inside of those hit-zones (in the middle of a zone would be best) and if the entity get hit, let it compare the target vector to the world coordinates of the vertices and the closest one is the hit zone.
To have this kind of system working properly each zone needs to be the same size (or almost the same size)

Re: Head Shot! [Re: RyuShinji] #187634
03/08/08 21:18
03/08/08 21:18

A
Anonymous
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A



there was a code in the old AUM issue I'll see if i can find it. but if I was going to do it I'd find referacne vertex on model then check if the c_trace targetxyz was above or below ect.

c_trace;
vec_for_vertex(temp,1000)// a vertex in the neck
if(traget.z>temp.z)
{
call_do _head_damage()
}

you fallow?
Malice

Re: Head Shot! [Re: ] #187635
03/08/08 21:21
03/08/08 21:21

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it was aum 20

Re: Head Shot! [Re: ] #187636
03/09/08 13:06
03/09/08 13:06
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
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cartoon_baboon  Offline
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Joined: Feb 2006
Posts: 616
Netherlands
ShoreVietam also made a example in which you check which bone is being hit. That way you can allow for precise bodypart collisions.

Check here: http://www.coniserver.net/ubbthreads/sho...true#Post727249


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