Crowze said:
KW, Alpha9 is right, it can do per-bone hit detection. Also,
this mutator uses some kind of accurate hit detection, using the UT engine, so it can be done.
Per bone hit detection, yepp. But still the coke can in place for the collision itself. (That's a difference...)
The zombie mutator uses some 'sort' of real hit detection based on arrays of values made out of the animation itself. Means the codes 'know' where the head is at any given frame within any given animation allowing to make some sort of collision check. Obviously this means a lot of values for a full set of animation. Well one vector per body part is enough to calculate a 'box' out of it that covers the arm, leg, torso or head ... but this is needed per frame...
and our soldier model has 7661 frames in total... a lot of values
(just for the book: UTs player models used 700 frames)
They made a tool for generating the values more or less automatically. But I don't know if they enhanced it so that it was useable for more than the zombies head cause it doesn't change the orientation as much as ie an arm or leg does.
So, doing this in good old UT is a bit much for my taste...