I'm just using the player models (dod) that came with the sdk. I've not messed with modeling at all :-/
In the model viewer, it shows each of the hitboxes in proper groups. Hitbox 13 and 14 are neck and head, respectively. They are both in group 1. (HITGROUP_HEAD) So, everything seems to be just fine outside of the code. Let me know if you have any more ideas, maybe there's something I overlooked... On Sun, Feb 21, 2010 at 4:33 PM, Rodrigo 'r2d2rigo' Diaz <[email protected] > wrote: > If you are using a custom model, maybe it has autogenerated hitboxes or all > of them are set as group 0. Check the VDC for more info: > http://developer.valvesoftware.com/wiki/$hbox > > 2010/2/21 James Martin <[email protected]> > > > Yes, I've fully compiled both DLLs. > > > > As for the models, they show the different hitboxes, also I can grab the > > entity's CBaseAnimating and iterate through the hitboxes. So I know they > > are > > there. > > > > The problem is that the enginetrace, is done via the engine (hence the > > name.) So I have no way of knowing how it's checking for the hitboxes, or > > altering the code in question. > > It really makes no sense to me why it returns the hitbox/hitgroup as 0. > > > > Anyway, thanks for the input. > > > > On Sun, Feb 21, 2010 at 4:18 PM, Rodrigo 'r2d2rigo' Diaz < > > [email protected] > > > wrote: > > > > > Did you recompile both DLLs? Are you sure the model contains > > > hitgroup-specific info, so they are properly identified? > > > > > > 2010/2/21 James Martin <[email protected]> > > > > > > > A friend asked me to help start a mod, and I ran into a problem quite > > > early > > > > on. > > > > The request was for specific damage amount on a headshot. > > > > > > > > This seemed like an easy goal, but has me stumped. What would be the > > > proper > > > > way to detect a headshot? My first assumption was to check the > "hitbox" > > > or > > > > "hitgroup" members from the CGameTrace. After searching the SDK, this > > > > seemed > > > > to be the right method. CBasePlayer::TraceAttack checks the hitgroup > > > there > > > > for scaling damage. > > > > The problem is, this just simply does not work for me. I added a > simple > > > > console message to print the hitbox and hitgroup specified, and they > > > ALWAYS > > > > show as 0. (Which explains why the different damage doesn't work.) > > > > > > > > I've not messed with modeling any however, loading the model in the > > model > > > > viewer, I can see the hitboxes are there... > > > > > > > > I'm starting to think there is something painfully obvious that I'm > > > > overlooking here. If someone could please give me a hint as to what > I'm > > > > doing wrong, I'd greatly appreciate it. > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

