Hitbox redesign
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what does the radius mean and actually do in game?
before u tkoff, u can change loadout, this radius decide how big u see the plane.
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I think the radius is used to decide whether to calculate an intercept. That is, if an object (say bullet) falls within the radius, then the calculation will be made to decide if the bullet intercepts the hitbox.
I believe the radius is also used to decide where renders are culled.
@OP, because of the formatting, I cannot see exactly what you are trying to do. Are you trying to change the shape of the hitbox to something other than a rectangle, or merely changing the size of the hitbox?
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what format u r talking? u can’t see those pic?
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He is resizing the hitbox to fit better over the biggest area of the aircraft, over the wings. And used the triangle as an example that it would be better than a box. But iirc he just resize the rectangles.
Regards
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what format u r talking? u can’t see those pic?
Yes, the pictures I can see; however, the formatting of the numbers in Post #3 is confusing. Especially the Japanese characters.
Regarding focusing “on the biggest part:” IMO, some parts of aircraft are more vulnerable. E.g. engines, pilot, etc… With only a rectangle to define the box, it is difficult to include all that needs inclusion.
In your modified Mig-23 example, it appears you could kill the occupants and it would still happily fly along.
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In your modified Mig-23 example, it appears you could kill the occupants and it would still happily fly along.
of course not, if the game can ID different part (enging wing cockpit), why it use a single box to calculate damage?
only a box, u r shooting at a box, nth more!the origin MIG-23 hitbox cover whole cockpit & nose, so u must pay much attention to aim at a point near cockpit (versus if u aim at center of plane, u got lower hit chance! ).
i resize the box, so u should aim at the center of plane, not the cockpit. -
I think the radius is used to decide whether to calculate an intercept. That is, if an object (say bullet) falls within the radius, then the calculation will be made to decide if the bullet intercepts the hitbox.
I believe the radius is also used to decide where renders are culled.
That’s about what I remembered and why I asked in the first place, mostly hopping from a coder a clear answer.
So maybe if inside radius but outside box we have a damage and if inside box we have a kill?what about collisions? meaning an airplane with another airplane or an airplane with a building or a 3d object?
and the aspects of them…
the building will not get damaged or destroyed but the vehicle (airplane) will.
example runways. they are 3d but the airplane doesnt crash but u crash on the shelter.
what if I want the shelter not to crash but the airplane should crash or can I set values? meaning above x value it get destroyed below not.
also if I want the object not to get destroyed as I done with a bridge to pass under or with a shelter test I made it like invisible u could pass through the shelter but not crash. -
of course not, if the game can ID different part (enging wing cockpit), why it use a single box to calculate damage?
only a box, u r shooting at a box, nth more!I understand with a more complex system that breaking the box down into smaller discrete boxes would make for more realistic coverage; however, your modifications does not do that. You are limited by the current code.
the origin MIG-23 hitbox cover whole cockpit & nose, so u must pay much attention to aim at a point near cockpit (versus if u aim at center of plane, u got lower hit chance! ).
i resize the box, so u should aim at the center of plane, not the cockpit.Yes, but my point is that using your modification, you could send 100 rounds into the cockpit and not affect the plane at all. Whereas realistically you would either kill or severely cripple the pilot/co-pilot and cause the plane to abort if not crash.
Why do you believe that the hitbox forces you to aim at the center of the hitbox? My understanding is that if an object intersects the hitbox, that it is considered a hit.
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Hitbox is used for bullet hit
Radius is used for collisions and rendering
hitbox system should be improved by using several hitboxes
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Why do you believe that the hitbox forces you to aim at the center of the hitbox? My understanding is that if an object intersects the hitbox, that it is considered a hit.
of course the box is even everywhere, ur bullet does same damage on edge or center of box.
i m not talking about damage, i m talking about hit chance, possibility of kill. That is quite obviously u got much higher kill rate when u aim at center than aiming at edge.