Hitboxes
#1
Posted 08 March 2015 - 08:59 PM
Thoughts?
#2
Posted 08 March 2015 - 09:05 PM
Its like suggesting you tell what time it is with a blueberry pie.
Its non sequitur.
Edited by KraftySOT, 08 March 2015 - 09:06 PM.
#3
Posted 08 March 2015 - 09:10 PM
KraftySOT, on 08 March 2015 - 09:05 PM, said:
Its like suggesting you tell what time it is with a blueberry pie.
Its non sequitur.
I fail to see the issue, its not a 'new' hitbox, it is using the location between CT and ST to split the damage taking over both torsos.
C-ER-PPCs already do this, but this is just an idea.
#4
Posted 08 March 2015 - 09:14 PM
If I hit the CT with a C-ERPPC it fires off an RNG that moves the 5 damage to a location next to it. It has nothing to do with 'hit' being near the edge of a hitbox. So that makes no difference and youre still not understanding what youre saying.
Now some hitboxes in some games, have a detection that says what part of said hitbox you hit. We dont have that. Because we have more hitboxes than most other games have being tracked, ours simply detects "You have hit this hitbox"
If you want to differeniate between "the top left part of this hitbox" you need, a NEW hitbox. Thus increasing the number of hitboxes.
Now youre in a situation where if that new hitbox is hit, and hit at the edge, next to another hitbox, it still has no way of saying to the other hitbox, hey, you should take some damage because youre close to me!
So no, C-ERPPC DONT already do that, they function entirely differently.
#5
Posted 08 March 2015 - 09:17 PM
It doesnt know, you hit the top left of the hitbox group, or the bottom right of the hitbox group, just that the hitbox group was hit, and that it needs to apply damage.
Like shooting the thumb on a Centurions hand, isnt any different than shooting the Shield, or the top of the shoulder. Its all the arm.
The engine isnt told to make that distinction because our "players" arent just one hitbox group, theyre .. what 11? 12?
#6
Posted 08 March 2015 - 09:17 PM
#7
Posted 08 March 2015 - 09:25 PM
#8
Posted 08 March 2015 - 09:42 PM
#9
Posted 08 March 2015 - 11:07 PM
I still think it's a good idea, though some expressed concern over further hitreg complication. Consider extending this idea to all other in-between sections too.
#10
Posted 08 March 2015 - 11:12 PM
KraftySOT, on 08 March 2015 - 09:14 PM, said:
So no, C-ERPPC DONT already do that, they function entirely differently.
Actually, it could do that, it is just that it would probably require a bit different collision resolution. If a weapon can tell a hitbox it has been hit, which then passes up the message to the mech, this can be done. C-ERPPCs pretty much function in this way, it passes along the message (which has some probably has some id to the hitbox hit) through the graph of sections (which has knowledge of both its parent and child). These new hitboxes would just be put in between the two correlating sections as far as the graph goes and have some special handling since it isn't directly associated with a section.
Edited by WM Quicksilver, 08 March 2015 - 11:16 PM.
#11
Posted 08 March 2015 - 11:20 PM
The back "shell" of the King Crab should take less damage if shot from above. I mean, what's the point of designing it like a crab if it ain't gonna function like it and it would help with lurms which really **** crabs being the way they're shaped. Other examples would be the Dire Wolf/Warhawk canvasses and the Centurion left arm.
#12
Posted 08 March 2015 - 11:22 PM
If we blob up all the hit boxes into one massive hit box, but then calculate hit locations separately per hit "on paper", we can effectively simulate the oft-requested "cone of fire" effect.
Not that I'm for either, but it is a possibility.
#13
Posted 09 March 2015 - 02:15 AM
#14
Posted 09 March 2015 - 02:19 AM
Didn't ID software try to do something like that way back with Doom-3?
I know they did it with their decal system, wasn't sure if it got applied for the damage system, been a long time.
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