Killing Floor
Old School Zeds
WaffleTime 11 MAY 2022 a las 22:32
Headshot Hitboxes
I don't know how much this will help, but Scrn did something to improve the headshot hitboxes. I don't know if this'll help here but I thought it'd be worth a look.
In the ZedBaseClot.uc there's this code:

function bool IsHeadShot(vector HitLoc, vector ray, float AdditionalScale)
{
return class'ScrnZedFunc'.static.IsHeadShot(self, HitLoc, ray, AdditionalScale, vect(0,0,0));
}
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BeavisOfArabia  [desarrollador] 12 MAY 2022 a las 7:33 
Hi! I haven't used any of their mods so I'm not sure if this'll fix the problem. The issue with the Headshot hitboxes is, once a zed(any) plays a specific animation like the Gorefast running animation or Fleshpound walk animation, their head hitbox shifts to the right a bit. Only during specific frames of said animation do they shift back to the center.

I've used the Testmap to display the head hitbox, however the sphere drawn on their head are not accurate at all with where the actual head hitbox is, at least in solo. It's really confusing and kind of why I'm using a patchwork fix of scaling the head hitboxes of most zeds nearly 3 times or more their original size just so that players can headshot them.

It'd be nice if I can resolve this without using a crappy method :sleepyjill:
Última edición por BeavisOfArabia; 12 MAY 2022 a las 7:34
WaffleTime 12 MAY 2022 a las 16:02 
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