disturbingly differing dynamic displacement damage system of differentiatable doom

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Cleeus[JgKdo]

because respawns suck
Jun 8, 2002
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incase the forarms really aren't covered:
yurch, what about spawning a second, bigger projectile-target-only hitcollision cylinder around the player model that covers the forearms and follows the player?
 
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yurch

Swinging the clue-by-four
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Cleeus[JgKdo] said:
incase the forarms really aren't covered:
yurch, what about spawning a second, bigger projectile-target-only hitcollision cylinder around the player model that covers the forearms and follows the player?
I've already tried this, and oddly enough you need actor collisions enabled in order to pick up the bullets.. and that will interfere with movement.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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geogob said:
I say that because now people would expect they hit if they touch the body. But in fact, if the bullet goes through an area that is not covered by the original cylinder, there will be no hit, even if I hit the arm or something. That image you posted is a good exemple...

http://forums.beyondunreal.com/attachment.php?attachmentid=80718

If you hit the arm from this angle, the bullet will never go through the original cylinder, hence not be detected.
I don't think that our collision cylinder is that off as shown on this linked picture.
To the prone position. Our pronehit actors cover the WHOLE body... including arms, head, torso and legs. Only the last inches of the feet/boots and the weapons front part and fingertips aren't covered. Rest IS covered fully.
So, if you guys only use the standard collision cylinder as 'base' for your detections, then you should take the pronehit and leanhit actors and replace them with versions that can trigger your additional stuff.
 

Beppo

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yurch said:
I've already tried this, and oddly enough you need actor collisions enabled in order to pick up the bullets.. and that will interfere with movement.
really? our lean and pronehit actors simply use these here and they do not block ya from moving around but get the hit stuff from projectiles aso of course.... bCollideActors and bProjTarget are the only vars to set to True... ;)
Code:
	 bProjTarget=True
	 bCollideActors=True
	 bCollideWorld=False
	 bBlockActors=False
	 bBlockPlayers=False
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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oh and to the collision cylinder... I guess I need to talk to Warren a bit ... man is that one off for some anims...
never checked this to be honest... always trusted our animator to stay within the cylinder with most of the body... well... next time I will tap on his fingers if this happens again ;)
 

MP_Duke

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May 23, 2002
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The collision cylinder must be stepped on and crushed like the Coke can it is.
I cannot believe this system is still implemented in the new engine.
 

yurch

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Beppo said:
really? our lean and pronehit actors simply use these here and they do not block ya from moving around but get the hit stuff from projectiles aso of course.... bCollideActors and bProjTarget are the only vars to set to True... ;)
Code:
	 bProjTarget=True
	 bCollideActors=True
	 bCollideWorld=False
	 bBlockActors=False
	 bBlockPlayers=False
Right, but your lean and prone actors have the luxury of being in the playerpawn code along with everything else, replacing the pawn is not something I want to do in this particular mutator. I can spawn a large actor around the player and 'attach' it to the player, the problem I have is that the lean and prone checks think that there is something in the way with bCollideActors on and the player then cannot either prone or lean properly. This is what I meant by 'interferring', I should have been more explicit.
Another hack might be possible, but this is become a huge headache already.
 

Streaks

Crunchings and munchings!
Mar 25, 2001
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Not sure if anyone has brought the idea up yet (as I'm not going to read the entire thread thus far), but have you considered adding something in for the weapons themselves? I've always wanted to be able to hit someone's weapon and disable it or knock it right out.

Maybe a little OT and if so I apologize :)

Thanks and keep up the good work guys!!
 

Beppo

Infiltration Lead-Programmer
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yurch said:
Right, but your lean and prone actors have the luxury of being in the playerpawn code along with everything else, replacing the pawn is not something I want to do in this particular mutator. I can spawn a large actor around the player and 'attach' it to the player, the problem I have is that the lean and prone checks think that there is something in the way with bCollideActors on and the player then cannot either prone or lean properly. This is what I meant by 'interferring', I should have been more explicit.
Another hack might be possible, but this is become a huge headache already.

Yeah, the problem is that the prone and lean hitactors are used for the prone movement collision checks, the lean turning checks and the weapon collision as well.
So, the only thing you can do is to add your own special hitactors that do the proper collision stuff and use a mutator to replace our pronehit and leanhit actors with a version of your own that ignores your special hitactor class within the trace checks.
Then they will not block the special checks performed by the pronehit and leanhit actors that then block your weapon and/or movement.
 

Faustavian

Hey who's back there?!?!?
Aug 5, 2004
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I know that this does not hit on the technical that is being discussed here so far, but I feel it is totally related to the new hit detection. While playing on servers that are running this new mutator I have witnessed alot of the "Unreal Moves" i.e. bunny hopping to avoid being hit and then spray firing as they are hopping. I certainly realize that I would do anything in my power in RF to avoid death, such as jumping around, but here you are carrying alot of gear and if anyone has carried a true field pack, weapon, ammo and even wearing body armor I would suggest jumping around like a bunny on speed and in cojunction with this jumping try and aim a weapon and fire at someone it just is not possible to do on a routine basis. Yet I have witnessed this very thing happen repeatedly during play, I have no viable solution to this other than make the bulk even more of an impact, popular idea I know, but this aspect feels far from real.

Other than that the new hit mutator works very well IMHO people actually have to aim to hit and it has leveled the playing field considerably, which one would hope would make new players feel better abotu playing since they now stand a fighting chance when they first start playing.
 

Faustavian

Hey who's back there?!?!?
Aug 5, 2004
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GD runs it and it is a wondrful way to play and adds one heck of allot more realism, but still the bunny hopping is so annoying! You take the time to find the best spot to cover an objective, work your butt off to get into position an dthe "Little Bunny FooFoo" come along and it is all for naught. Just frustrating is all, I understand doing it but "As Real As It Gets?"