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I have no idea. You should do some basic debugging.
Take a look in CBaseEntity::FireBullets, this is where the code for shooting
originates
On 8/23/06, Vitaliy Protasov [EMAIL PROTECTED] wrote:
And? Did you know fast fix for that?
Message:
I went to sharedstats.com and took the top 10 players and some middle
players (451-460) and averaged their headshots per kill percentage (they
were suprisingly close, around 5% difference).
The number came out to 45%! Nearly half of all kills are a result of
headshots...
So, here are my
I assume you're questioning the size of the head hitbox? If so, this
isn't exactly a good way to do it...
But in any case, I'd wager that the main reason that many kills are
headshots is because people aim for the head. It's not like there's
an equal chance to hit any hitbox relative to the
I don't really care about the size of the hitbox. Because if it is
roughly the size of the model's head, there is no problem. I want to
know where the code determines where bullets go and how they hit
something.
Is a hitbox a bounding sphere/box/poly and rays are shot from the weapon
to determine
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The CSS code isn't available
On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
I don't really care about the size of the hitbox. Because if it is
roughly the size of the model's head, there is no problem. I want to
know where the
So the source where this occurs is specific to CSS?
Thanks,
Michael
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robbie
Groenewoudt
Sent: Wednesday, August 23, 2006 10:20 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Headshots Per
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Yes, just as the weapon/damage code is specific to any mod.
On 8/23/06, Newcomb, Michael-P57487 [EMAIL PROTECTED] wrote:
So the source where this occurs is specific to CSS?
Thanks,
Michael
-Original Message-
From: [EMAIL
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First of all: You will probably need to look at the size of the head in the
hitbox of the model because the bullets are randomly according to the
shotmanipulator. And I doubt that Valve changed it so it aims for the head.
For more information
Headshot kills are more frequent in CSS, because it only takes like 1
headshot to kill, whereas the whole rest of the body takes a lot more
damage.
So logically, random or not, if you're spraying and praying, or aiming
toward the head, as long as one shot makes contact, it's gonna be a headshot
Hi All-
I wanted to let you know that last week's Source engine update should
have fixed the Linux terrain physics issue (crash) that cropped up with
the SDK update on 8/4. Let me know if you still see problems running the
Linux dedicated server with older MODs.
-Thanks,
Mike
Just curious, It was hinted that there would be yet another update to
the codebase?
Did I misunderstand or will there be another codebase update within
the next week or so?
Thanks
BTW: I love all of the new updates that have been happening lately.
On 8/23/06, Mike Durand [EMAIL PROTECTED]
Yes, I plan to release an updated SDK with new, working shaders in the
next week or so. The miscellaneous little fixes I've mentioned in the
past few days would be in there as well.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent:
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Thanks for the help. I put the code you posted above at the bottom of
PhysicsSimulate wrapped in an IsBot check(since we dont subclass for bots).
So far everything seems to work now. Hopefully there aren't unintended side
effects.
On 8/22/06,
That will be coming, but I need to finish fixing the shaders first.
-Mike
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Benjamin
Davison
Sent: Wednesday, August 23, 2006 10:18 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Linux
The SDK was a year overdue and 365 thousand lines long, affording lots of
opportunities for code diversion, so I won't say it's impossible for something
to have been mismerged.
On the other hand, I don't see how anything I mismerged could cause the
behavior that the new SDK exhibits. It looks
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Hey,
It seems that with the new SDK-code, level transitions in multplayer, as
described by the tutorial at
http://developer.valvesoftware.com/wiki/Adding_level_transitions_to_multiplayer,
doesn't work anymore. I'm getting the error: Host_Error:
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I tried a compile with no vis or rad and it still happens, so it's not
linked to the HDR.
On 8/23/06, LDuke [EMAIL PROTECTED] wrote:
I've used Pakrat, Map Analyst, and my own list of files with bspzip.
Most of the materials (both on models
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When I parent the breakable surf to the door in a map. It works fine in HL2,
but in my single player mod it gets quite jittery. I haven't touched any
door or glass files. Can anyone else reproduce this?
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this?
http://3dwire.net/bin/doors.avi
That is with doors using a custom entity (func_rebreakable_surf), a
rebreakable surface entity that respawns. func_rebreakable on those
same doors works fine, so I am a little stumped as to why my modified
ones are causing that... :(
Plus if I shoot out
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I think the problem you are refering to is the same I posted about earlier
on this list. This is a maping problem and not a code problem. Your map is
using a feature that had been left for compatibility, but has been removed
in the last SDK
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