Nevermind im an idiot lol

the bound box just needs to be big enough to hold the prone player no matter
what direction they turn.
As the box does not rotate with them
(thought it did sorry)

I just need to make it large enough to fit the player while prone

r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, January 13, 2005 7:05 PM
Subject: Re: [hlcoders] Player Position


r00t 3:16 wrote:
Actually cause things brings up another point, now that you show me this.

I am going to be making a lean  left / right also.
This would basically the same case when leaning and the bounding box
would
need to be big enough to to the side the lean on.

In most games, leaning is accomplished by sliding the camera out to the right (when leaning right) or the left (when leaning left) and having an animation that tilts the player's body to the right (or left).

Your animator would have to make sure that the player's hit boxes don't
extend outside the player's collision box when this lean animation is
taking place (assuming the Half-Life2 still uses collision box detection
first before trying to check for hit box collisions).

If the animation leans outside of the collision box, the hit boxes will
follow the bone positions in the skeletalmesh and people will shoot at
those "bones" (head, right arm, etc), but since the bones are outside
the collsion box, the player won't be "hit" (you have to hit the big
player collision box first, before it checks to see which hit box you
have hit).

As long as the width of your player collision box is wide enough so that
none of the animations will extend outside the collision box when those
animations are played, players should be able to be hit when they are
leaning left or right.

--
Jeffrey "botman" Broome

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