Requesting two mutators to be made.

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Hideinlight

Member
May 12, 2008
358
0
16
There's definitely a difference! The ant people problem is completely solved by the increase. It could probably even be reduced to only a 20% enlargement.

The only caveat is that the HS are seems to have shifted up a bit, you need to aim for the upper nose - forehead area for a headshot to count. But that can be fixed later. Right now I'm really liking the altered height.

I wonder how that's gonna get fixed or what's really the cause of the problem? Changing eyeheight changes location for headshots or is it because of the model size increase?

btw anyone know how to access these kind of variables with the ModifyPlayer function in UT3? So I can do something more in the line of this (x.CollisionRadius, 1.25 * x.CollisionHeight)

Code:
	Begin Object Name=CollisionCylinder
		CollisionRadius=+0021.000000
		CollisionHeight=+0044.000000
	End Object
 

Hideinlight

Member
May 12, 2008
358
0
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SizeMatters02
http://www.sendspace.com/file/rsoj1z

Code:
class mutator_SizeMatters extends UTMutator;


function InitMutator(string Options, out string ErrorMessage)
{
	Super.InitMutator(Options, ErrorMessage);
}

function ModifyPlayer(Pawn Gamer)
{
	local UTPawn PlayerPawn;
	PlayerPawn = UTPawn(Gamer);

	if (PlayerPawn!= None)
	{
		PlayerPawn.SetDrawscale(1.25 * PlayerPawn.Default.DrawScale);
		PlayerPawn.SetCollisionSize((22 * 1.25),(44 * 1.25));
		PlayerPawn.HeadRadius = (9 *1.25);
		PlayerPawn.HeadHeight =(5 * 1.25);
		PlayerPawn.HeadScale =(1 * 1.25);
		//Scale headoffset down with BaseEyeHeight?
		PlayerPawn.BaseEyeheight =(0.8 * 44);
		PlayerPawn.HeadOffset = (0.8 * 32); 
		
	
	}
	super.ModifyPlayer(Gamer);
}

DefaultProperties
{
}

So far it seems there's a seperate collision box for the head. I just assumed the BaseEyeheight and HeadOffset would effect each other so I multiplied headoffset by 0.8

Feels about right, but I'd need a second opinion on that.

PS. If you increase the values enough you can get headshots by shooting people in the foot...
 

JohnDoe641

Killer Fools Pro
Staff member
Nov 8, 2000
5,330
51
48
42
N.J.
www.zombo.com
The biggest problem is that Epic made the incredibly stupid decision to make the headshot radius increase and decrease depending on if you're moving or not. So it's really hard to tell if it's the way it should be. Way to go Epic.

I've run into something of a bug with the mutator. If you crouch, you drop back down to the stock eye height but your player model is still the 1.25 from the mutator. Otherwise it's really great. :p