aS^Tetsuo Posted September 28, 2002 Share Posted September 28, 2002 Ok, i looked at the idea for a highlander mod, and well, i could make one, but i haven't found the Hitzones yet, or the places where u hit the player and how much damage they do. Coz we all know Highlander, and the only way to kill someone was to chop of the head. so could some one help me with this ? give me a kick in the right direction maybe =) tnx Link to comment Share on other sites More sharing options...
Kyle098 Posted September 28, 2002 Share Posted September 28, 2002 im not sure but i think http://www.planetquake.com/code3arena/tutorials/tutorial14.shtml would help.read through the tutorial and it should say somewhere in there. i hope i helped:D Link to comment Share on other sites More sharing options...
aS^Tetsuo Posted September 28, 2002 Author Share Posted September 28, 2002 lol, i looked there for that and i didn't see it *me shames and hides under a cote* Link to comment Share on other sites More sharing options...
razorace Posted October 2, 2002 Share Posted October 2, 2002 JK2 has a different hitzone system (ghoul2) than Q3. Looking at Q3 tutorials won't help. I haven't checked out the hitzone code yet, but I will soon. Link to comment Share on other sites More sharing options...
aS^Tetsuo Posted October 3, 2002 Author Share Posted October 3, 2002 I KNEW IT coz i tryed and tryed, i even began think that i sucked *cough*ido*cough hmm, i found a disabled hitzone source in the source code tho, but somehow it won't work :S Link to comment Share on other sites More sharing options...
Tchouky Posted October 3, 2002 Share Posted October 3, 2002 the jk2 engine actually uses this function to determine where the player has been hit : G_GetHitLocation in g_combat.c serch for this function in g_combat and you'll see it's called for the dimember settings and the damage .... good luck . ps : i didn't test it so i might be wrong but you should try it . Link to comment Share on other sites More sharing options...
aS^Tetsuo Posted October 3, 2002 Author Share Posted October 3, 2002 tnx, i'l try, gona try tomarrow tho, coz its sleeping time over here i'l drop a message if it worked or not Link to comment Share on other sites More sharing options...
Jaii der Herr Posted October 4, 2002 Share Posted October 4, 2002 That G_GetHitLocation() does not give really good hitzones with that code it is nearly impossible to hit the head if you shoot from the side. It alway's recognizes the arm... Real hitzones could be implementet with the G2 API. I am working on it. It isn't too difficulty... Link to comment Share on other sites More sharing options...
aS^Tetsuo Posted October 5, 2002 Author Share Posted October 5, 2002 he cool, teach me master... i noticed, almost starting to believe that half the code doesn't invleunce the game :\ or it's just out of my grib i think, dunno. Link to comment Share on other sites More sharing options...
razorace Posted October 21, 2002 Share Posted October 21, 2002 Ok, just flipping thru the code a bit. How does the code account for the model hitzones moving around. From my quick run thru, it looks like the code only handles it as if it's a static non-flexable model. I'm going to check it out more. It code has got to be in there somewhere. It's probably in one of those vector functions.... Link to comment Share on other sites More sharing options...
Jaii der Herr Posted October 21, 2002 Share Posted October 21, 2002 thats what I said. real hitzones must be a self made function... Link to comment Share on other sites More sharing options...
razorace Posted October 21, 2002 Share Posted October 21, 2002 uh, you said something about the hitzones not being able to hit the head very well from the sides. Nothing about how the function accounts for the movement of the animations and stuff. Going just by what's in the G_GetHitLocation function it doesn't account for the movement of the model. My guess is it's inside one of the functions called inside the G_GetHitLocation function. I'll have to look deeper. Link to comment Share on other sites More sharing options...
Jaii der Herr Posted October 22, 2002 Share Posted October 22, 2002 oh, yes... thats the effect of how the function works => not very accurate it has no support to animation or stuff like that. it only calculates the "hitzones" by the impactpoint on the bounding box Link to comment Share on other sites More sharing options...
razorace Posted October 22, 2002 Share Posted October 22, 2002 So if you aim for the place where the arm is SUPPOSE to be, it'll hit even if the animation has moved the model out of the way? That's nuts! Link to comment Share on other sites More sharing options...
Jaii der Herr Posted October 22, 2002 Share Posted October 22, 2002 hehe Link to comment Share on other sites More sharing options...
razorace Posted October 22, 2002 Share Posted October 22, 2002 That's loopy, and doesn't sound right. If that's true, WHY have ghoul2 in the first place? You can't actually shoot at parts on the model and expect that part. Link to comment Share on other sites More sharing options...
Jaii der Herr Posted October 22, 2002 Share Posted October 22, 2002 I said that ghoul 2 isn't used in the GetHitLoc functions. It is used for hitdetection, but as far as I know only in the Saber code. #ifdef GHOUL2COLLISION... Link to comment Share on other sites More sharing options...
razorace Posted October 22, 2002 Share Posted October 22, 2002 Oh, I gotcha. There anyway we could cut and paste in the real Ghoul2 hitzone code? Link to comment Share on other sites More sharing options...
Jaii der Herr Posted October 23, 2002 Share Posted October 23, 2002 there is no real hitzone code. you must write it yourself ( When I am finished with the first AotC MP mod I will release some sources ) Link to comment Share on other sites More sharing options...
razorace Posted October 23, 2002 Share Posted October 23, 2002 Swell, just swell. Well, I'll look into farther. Link to comment Share on other sites More sharing options...
razorace Posted October 28, 2002 Share Posted October 28, 2002 Man! I can't figure out one of the simple vector functions. What does AngleVectors do? It looks like some sort of radian/degrees hybrid function but I don't understand what it does. Could someone fill me in please? Link to comment Share on other sites More sharing options...
Tchouky Posted October 28, 2002 Share Posted October 28, 2002 it converts and angle into a vector Link to comment Share on other sites More sharing options...
Commodus Posted October 28, 2002 Share Posted October 28, 2002 Yea, check q_math.c, it has the definitions for most, if not all the mathematical functions. BTW, what exactly is the function DotProduct used for? Link to comment Share on other sites More sharing options...
Wudan Posted October 28, 2002 Share Posted October 28, 2002 Yeah, learning those arrays and how the Quake3/JK2 code abuses/utilizes them is just about 60% of the battle. I'm intrigued by this hitzone code information - this should allow more accurate fighting - and allow us to add fistfights, which are classic and occur frequently in the starwars universe. Link to comment Share on other sites More sharing options...
Jaii der Herr Posted October 28, 2002 Share Posted October 28, 2002 I know how to implement a real hitlocation code. You need some data of an model. The other key lies in the G2 trace function... Link to comment Share on other sites More sharing options...
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