Hitbox mutator

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1337

1337
Jun 23, 2004
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www.jumpinjuggernuts.com
It would be great if there was a mutator that covered all the models with a transparent colored hitbox. And you could even mix a color for the body and head section via a color mixer like in UTComp.
This would get rid of a lot of the "if" factor in the game. You will know exactly where you have to shoot to get a body shot and a headshot on any model. This mutator would make the game more consistent, so when I go online after using the mutator I would know exactly where to shoot those funky models when they double jump or wall dodge and do their silly animations.

Also, does anyone know of a hitbox character model for ut2k4? So it's basically model that consists of two hitboxes: a body hitbox and a head hitbox.
 
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fresh&minty

lollerbater
Mar 30, 2005
137
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Err,

In prior glowskin versions you could color heads say neon green, bodies neon red for contrast. Problem is that the game is screwy and your shot's aren't exact (ie on some player pawns you need to shoot over the head to get a head shot). So the whole concept failed.
 

1337

1337
Jun 23, 2004
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www.jumpinjuggernuts.com
fresh&minty said:
Err,

In prior glowskin versions you could color heads say neon green, bodies neon red for contrast. Problem is that the game is screwy and your shot's aren't exact (ie on some player pawns you need to shoot over the head to get a head shot). So the whole concept failed.
Yes I remember that mutator it was called TCM or something. I downloaded it to view some Kaizen ONS match demo or something whacky like that. :lol:
The mutator that I think would be "teh awesome11one" would show the accurate hitbox aligned over each different model with a transparency set by the user. So you would have a complete understanding of where the hitbox lines up on the model you are forcing or all models if you wish to deal with the inconsistency.

The hitbox is still a mystery to me. Does anyone know how I can view this hitbox? Sometimes it seems that I get body shots when I aim higher than the area I get headshots in and it doesn't make sense. :/
Radeon285 said:
I really don't understand why someone wouldn't want something like this. It's not like pubs are going to use it or anything. This would only be for instant action, LAN, and private servers, just like the spawn point mutator. It's purpose is only to improve your understanding of the game, so you can appreciate the game more when playing without it.
 
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T2A`

I'm dead.
Jan 10, 2004
8,752
1
36
Richmond, VA
A couple days ago I got my first headshot while someone was doing a flip during a jump and were upside down. I know there was a thread awhile ago with people wondering whether the headshot box moved properly while flipping and stuff, and I can now say it definitely does.

Regardless, a hitbox mutator would be awesome. In that vein, so would a mutator that made my hitscan more consistent. :p Some days I can hit anything and actually surprise myself with my accuracy; others, I couldn't hit the barn in Killbilly if I tried...

The hitbox is still a mystery to me. Does anyone know how I can view this hitbox? Sometimes it seems that I get body shots when I aim higher than the area I get headshots in and it doesn't make sense. :/
I'm pretty sure it's not just an area on the top of the model. I'd guess it was like that in UT which is why sniper headshots were so easy. The headshot box now is probably really small, and on models like Gorge, it probably doesn't sit at the very top. I would guess it now rests wherever the head bone is in the mesh's skeleton, which varies for each model.
 

fresh&minty

lollerbater
Mar 30, 2005
137
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For thit scan, it's called ping and tickrate.

Rule of thumb, over 60 ping toss the game. Under 40 your good, under 20 is great.

Also tick rate is how often a server checks to see if you hit (thats the simple way of saying it). Problem is servers tend to have stock 30 tick rate (horrid). competitive servers your looking at a higher rate for TDM (40 or 50 depending on the tournament), or in some cases, 70 tick 1v1 servers. So this will all have a massive difference on how on/off your hit scan is.

The head shot box is odd, in UT99 the gun had a stupid rate of fire, and the head shot box was the top1/4 of the model, and wider than it. A sloth with down syndrome could pop off headshot after head shot. Now, the box is tiny, and often times bears no relation to where the actual head of the model is, so aiming at the head is typicaly the best way to not get a head shot. However, on gorge, the majority of headshots happen when you fire over his head, but if they chose another tall stock skin (ie the female dune coons) then the head box is still above their head, and if you force gorge the server is still looking for the females head box and you screw it up.

In the end, it's screwed up at the game level, and it can't be fixed.
 

JohnDoe641

Killer Fools Pro
Staff member
Nov 8, 2000
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www.zombo.com
To me, mekkor seems to be the tallest model and the headshot area seems to be more accurate.

But I may just be imagining it. :/
 

T2A`

I'm dead.
Jan 10, 2004
8,752
1
36
Richmond, VA
I'm not talking about different servers; I mean from one day to the next on the same server with the same ping my accuracy can make it look like I'm a different person. This past Friday I was playing CTF on a server I pinged 36 to (no idea on the tick rate) and my hitscan was awesome all night long. Saturday, I went to the same server, and I sucked horribly. I just want to prevent that. I'm so inconsistent it pisses me off. Take last night - I dueled my roommate and was popping of LtG shots that even surprised me. Tonight, I couldn't hit a damn thing, even offline. Must be a mental block or something. :hmm: I mean, it can't be luck, otherwise I wouldn't have been so on the whole of Friday night, right?

Anyway, were all the player models in UT were the same size? This ambiguity in UT2004 should probably be fixed in the next installment. I don't really care that it's hard to hit headshots now, but when I shoot someone straight in the face and I don't get credit, it tends to piss me off, especially since I'm a flak whore at heart (I <3 secondary fire) just trying to keep up with the hitscan whores.
 

Dark Pulse

Dolla, Dolla. Holla, Holla.
Sep 12, 2004
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darkpulse.project2612.org
Turns2Ashes said:
I'm not talking about different servers; I mean from one day to the next on the same server with the same ping my accuracy can make it look like I'm a different person. This past Friday I was playing CTF on a server I pinged 36 to (no idea on the tick rate) and my hitscan was awesome all night long. Saturday, I went to the same server, and I sucked horribly. I just want to prevent that. I'm so inconsistent it pisses me off. Take last night - I dueled my roommate and was popping of LtG shots that even surprised me. Tonight, I couldn't hit a damn thing, even offline. Must be a mental block or something. :hmm: I mean, it can't be luck, otherwise I wouldn't have been so on the whole of Friday night, right?

Anyway, were all the player models in UT were the same size? This ambiguity in UT2004 should probably be fixed in the next installment. I don't really care that it's hard to hit headshots now, but when I shoot someone straight in the face and I don't get credit, it tends to piss me off, especially since I'm a flak whore at heart (I <3 secondary fire) just trying to keep up with the hitscan whores.
Mostly, though the Warcow was balls to Headshot unless you knew where to hit.
 

1337

1337
Jun 23, 2004
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www.jumpinjuggernuts.com
^::B!G-A:: from Epic posted this code in this thread which relates to the headshot:http://www.ataricommunity.com/forums/showthread.php?threadid=450054&highlight=hitbox*
The Pawn Class Has A Separate HeadHeight / Radius Collision Cylinder... wichis

HeadRadius=9.00
HeadHeight=6.00

This is the IsHeadShot(...) Bool Function:
Code:
function bool IsHeadShot(vector loc, vector ray, float AdditionalScale)
{
    local coords C;
    local vector HeadLoc, B, M, diff;
    local float t, DotMM, Distance;
    local int look;

    if (HeadBone == '')
        return False;

    // If we are a dedicated server estimate what animation is most likely playing on the client
    if (Level.NetMode == NM_DedicatedServer)
    {
        if (Physics == PHYS_Falling)
            PlayAnim(AirAnims[0], 1.0, 0.0);
        else if (Physics == PHYS_Walking)
        {
            if (bIsCrouched)
                PlayAnim(IdleCrouchAnim, 1.0, 0.0);
            else
                PlayAnim(IdleWeaponAnim, 1.0, 0.0);

                        if ( bDoTorsoTwist )
                        {
                SmoothViewYaw = Rotation.Yaw;
                SmoothViewPitch = ViewPitch;

                look = (256 * ViewPitch) & 65535;
                if (look > 32768)
                    look -= 65536;

                SetTwistLook(0, look);
            }
        }
        else if (Physics == PHYS_Swimming)
            PlayAnim(SwimAnims[0], 1.0, 0.0);

        SetAnimFrame(0.5);
    }

    C = GetBoneCoords(HeadBone);

    HeadLoc = C.Origin + (HeadHeight * HeadScale * AdditionalScale * C.XAxis);

    // Express snipe trace line in terms of B + tM
    B = loc;
    M = ray * (2.0 * CollisionHeight + 2.0 * CollisionRadius);

    // Find Point-Line Squared Distance
    diff = HeadLoc - B;
    t = M Dot diff;
    if (t > 0)
    {
        DotMM = M dot M;
        if (t < DotMM)
        {
            t = t / DotMM;
            diff = diff - (t * M);
        }
        else
        {
            t = 1;
            diff -= M;
        }
    }
    else
        t = 0;

    Distance = Sqrt(diff Dot diff);

    return (Distance < (HeadRadius * HeadScale * AdditionalScale));
}
I have no idea where he got it from or if it has validity. I'm too tired to try understanding what it means at this moment aswell.
 

-AEnubis-

fps greater than star
Dec 7, 2000
3,298
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The Nicest Parts of Hell
A list of things that I've noticed effect my hit-scan game outside of ping and tickrate.
  • Being hungry. =Bad
  • Having an empty Stomach. =Bad (might not be hungry with enough caffine ;) ).
  • Being Tired. =Can vary
  • Holding on a needed restroom break. =Bad
  • Sitting with bad posture. =Bad (having your feet on the ground, and sitting up seems to make you less relaxed, and hence more focused)
  • Being Mildly intoxicated. =Good
  • Being Very intoxicated. =Bad
  • Uncomfortable climate. =Bad

That's just off the top of my head. Cold is bad, beacuse hit-scan + trackball is a bit different, and tends to be more easily effected by it. Moving your arm, and clicking is less likely to be effected by cold then trying to manuver your thumb and fingers in "pat your head and rub your belly" type of way. Most of the other ones should be self-explanitory.

I'd be pretty interested in the hit-box thing too, though I don't think it would be crucial to learn. I so rarely aim for the head, I wouldn't bother if they were flipping off a wall, but next time it's just you and me post-fragbu until dawn:30, we can toy with the dodge thing at least.