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  1. #11
    The Best There Ever Will Be! |uK|B|aZe//.'s Avatar
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    I have to agree the you should still be able to kill a crouched person with a headshot (on the head ofc) not being able to do so is just retarded (you can headshot someone in RL - referring to this because chamberfly did LOL but yet you can headshot someone crouched or lying down or whatever)

    lastly minigun is for pussies who cant aim for shit

  2. #12
    Dominating utbusta's Avatar
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    Quote Originally Posted by |uK|B|aZe//. View Post
    lastly minigun is for pussies who cant aim for shit
    Agreed!

  3. #13
    Whicked Sick Higor's Avatar
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    Do you even Unreal?
    It's been like this since 1996 beta.

    Even ZeroPing attempts to use it, but the coder never realized that 'BaseEyeHeight' var isn't sent from server to client, causing all clients to think (in code) that ducking players are standing.
    I added comments to the code BTW.

    From zp_Client interface.
    Code:
    simulated function Actor xxTraceFire (float zzacc)
    {
    	local Vector zzhl;
    	local Vector zzhn;
    	local Vector zzST;
    	local Vector zzet;
    	local Vector X,Y,Z;
    	local Actor zzo;
    	local bbPlayer zzbbP;
    
    	zzbbP=bbPlayer(zzW.Owner);
    	zzbbP.MakeNoise(zzbbP.SoundDampening);
    	zzW.GetAxes(zzbbP.GR(),X,Y,Z);
    	zzST=xxStartLocation();
    	if ( zzW.IsA('SniperRifle') )
    	{
    		zzacc=0.00;
    	}
    	zzet=zzST + zzacc * (FRand() - 0.50) * Y * 1000 + zzacc * (FRand() - 0.50) * Z * 1000;
    	X=vector(zzbbP.GR());
    	if ((zp_SniperRifle(zzW) != None && zp_SniperRifle(zzW).zzbLongDistance) ||
    	    (zp_Enforcer(zzW) != None && zp_Enforcer(zzW).zzbLongDistance) ||
    	    (zp_ShockRifle(zzW) != None && zp_ShockRifle(zzW).zzbLongDistance) ||
    	    (zp_SuperShockRifle(zzW) != None && zp_SuperShockRifle(zzW).zzbLongDistance))
    		zzet += 100000 * X;
    	else
    		zzet += 10000 * X;
    	zzo=zzbbP.TraceShot(zzhl,zzhn,zzet,zzST);    //HERE WE CALL TRACESHOT
    	return xxProcessTraceHit(zzo,zzhl,zzhn,X,Y,Z);
    }
    From Engine.Pawn
    Code:
    function actor TraceShot(out vector HitLocation, out vector HitNormal, vector EndTrace, vector StartTrace)
    {
    	local vector realHit;
    	local actor Other;
    	Other = Trace(HitLocation,HitNormal,EndTrace,StartTrace,True); //TRACE A LINE
    	if ( Pawn(Other) != None ) //HIT A PAWN
    	{
    		realHit = HitLocation;
    		if ( !Pawn(Other).AdjustHitLocation(HitLocation, EndTrace - StartTrace) ) //PAWN REJECTED MY TRACE (DUCKING?)
    			Other = Pawn(Other).TraceShot(HitLocation,HitNormal,EndTrace,realHit); //TRACE AGAIN GOING THROUGH THIS PAWN
    	}
    	return Other;
    }
    From Engine.PlayerPawn
    Code:
    simulated function bool AdjustHitLocation(out vector HitLocation, vector TraceDir)
    {
    	local float adjZ, maxZ;
    
    	TraceDir = Normal(TraceDir);
    	HitLocation = HitLocation + 0.5 * CollisionRadius * TraceDir;
    	if ( BaseEyeHeight == Default.BaseEyeHeight ) //NOT DUCKING, HIT 100%
    		return true;
    
    	maxZ = Location.Z + EyeHeight + 0.25 * CollisionHeight; //PLAYER'S EYE HEIGHT (DUCK=0, STAND=17, AIR=14) + 25% OF COLLISION HEIGHT
    	if ( HitLocation.Z > maxZ ) //IF HIT IS ABOVE THIS MAXZ:
    	{
    		if ( TraceDir.Z >= 0 ) //REJECT SHOTS GOING UPWARDS
    			return false;
    		adjZ = (maxZ - HitLocation.Z)/TraceDir.Z; //Z OFFSET DIVIDED BY Z COMPONENT OF TRACE NORMAL
    		HitLocation.Z = maxZ; //USE ABOVE VALUE TO INTERSECT TRACE LINE WITH THE PLANE CONTAINING FAKE CYLINDER'S TOP SURFACE [(0,0,MAXZ) + (alpha,0,0) + (0,beta,0) ]
    		HitLocation.X = HitLocation.X + TraceDir.X * adjZ; 
    		HitLocation.Y = HitLocation.Y + TraceDir.Y * adjZ;
    		if ( VSize(HitLocation - Location) > CollisionRadius ) //IF INTERSECTION IS OUTSIDE OF THIS CYLINDER, REJECT THE SHOT
    			return false;
    	}
    	return true; //ACCEPT OTHERWISE
    }

    So yeah, BOTH Siege and LCWeapons have their own methods of correcting this issue, meaning that loading the old ZP on any new SiegeIV (above version 11) should result in it not headshotting duckers as well.
    ------------------------------------- * -------------------------------------

  4. #14
    Whicked Sick Chamberly's Avatar
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    Nice to see comparison between the codes.

    About ZP... I do remember not getting headshot while players ducking with the freestyle/camping sniper rifle in ZP. It has been like that.


    http://irc.lc/globalgamers/uscript for uscript discussion.

  5. #15
    Whicked Sick Banny's Avatar
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    But in other games, you are able to kill a crouched person but here in siege the shots on head bounces which is plain retarded



  6. #16
    Whicked Sick UT-Sniper-SJA94's Avatar
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    The hitbox should be the size of the whole player crouched, not just the torso,legs and arms.

    It would also be nice to play a game of siege, not overpowered minigun arena, it's not even funny anymore it's turned the siege server into a joke.



    Don't mean to just complain about the bad stuff, I have a great deal of respect for you, for all your hard work you do.

  7. #17
    Moderator TimTim's Avatar
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    A lot of NW players complained about me adding the ability to headshot crouched players (aiming at their crouched head) with NewNet since that's not how reg was, even though it makes perfect sense and is a tad harder than a standing headshot. People really hate even the slightest of changes, I guess.

    This (modified) snippet was my approach:
    Code:
    var float HitDamage;
    var float HeadDamage;
    var float BodyHeight;
    
    simulated function NN_TraceFire()
    {
    	local vector HitLocation, HitDiff, HitNormal, StartTrace, EndTrace, X,Y,Z;
    	local actor Other;
    	local Pawn PawnOwner;
    	local bbPlayer bbP;
    	local bool bHeadshot;
    	
    	if (Owner.IsA('Bot'))
    		return;
    	
    	yModInit();
    	
    	PawnOwner = Pawn(Owner);
    	bbP = bbPlayer(Owner);
    	if (bbP == None)
    		return;
    
    	//Owner.MakeNoise(Pawn(Owner).SoundDampening);
    	GetAxes(GV,X,Y,Z);
    	StartTrace = Owner.Location + CDO + yMod * Y + FireOffset.Z * Z;
    	EndTrace = StartTrace + (100000 * vector(GV)); 
    	
    	Other = bbP.NN_TraceShot(HitLocation,HitNormal,EndTrace,StartTrace,PawnOwner);
    	if (Other.IsA('Pawn'))
    		HitDiff = HitLocation - Other.Location;
    	
    	bHeadshot = NN_ProcessTraceHit(Other, HitLocation, HitNormal, X,Y,Z,yMod);
    	bbP.xxNN_Fire(-1, bbP.Location, bbP.Velocity, bbP.zzViewRotation, Other, HitLocation, HitDiff, bHeadshot);
    }
    
    simulated function bool NN_ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z, float yMod)
    {
    	local UT_Shellcase s;
    	local Pawn PawnOwner;
    	local float CH;
    	
    	if (Owner.IsA('Bot'))
    		return false;
    
    	PawnOwner = Pawn(Owner);
    
    	s = Spawn(class'UT_ShellCase',, '', Owner.Location + CDO + 30 * X + (2.8 * yMod+5.0) * Y - Z * 1);
    	if ( s != None ) 
    	{
    		s.DrawScale = 2.0;
    		s.Eject(((FRand()*0.3+0.4)*X + (FRand()*0.2+0.2)*Y + (FRand()*0.3+1.0) * Z)*160);              
    	}
    	if (Other == Level || Other.IsA('Mover'))
    	{
    		Spawn(class'UT_HeavyWallHitEffect',,, HitLocation+HitNormal, Rotator(HitNormal));
    		if (bbPlayer(Owner) != None)
    			bbPlayer(Owner).xxClientDemoFix(None, class'UT_HeavyWallHitEffect', HitLocation+HitNormal,,, Rotator(HitNormal));
    	}
    	else if ( (Other != self) && (Other != Owner) && (Other != None) )
    	{
    		if ( Other.bIsPawn )
    		{
    			if ((Other.GetAnimGroup(Other.AnimSequence) == 'Ducking') && (Other.AnimFrame > -0.03))
    				CH = 0.3 * Other.CollisionHeight;
    			else
    				CH = Other.CollisionHeight;
    			
    			if (HitLocation.Z - Other.Location.Z > BodyHeight * CH)
    				return true;
    		}
    		
    		if ( !Other.bIsPawn && !Other.IsA('Carcass') )
    			spawn(class'UT_SpriteSmokePuff',,,HitLocation+HitNormal*9);	
    	}
    	return false;
    }
    
    defaultproperties {
    	BodyHeight=0.66
    }
    Mainly:
    Code:
    	bHeadshot = NN_ProcessTraceHit(Other, HitLocation, HitNormal, X,Y,Z,yMod);
    And:
    Code:
    			if ((Other.GetAnimGroup(Other.AnimSequence) == 'Ducking') && (Other.AnimFrame > -0.03))
    				CH = 0.3 * Other.CollisionHeight;
    			else
    				CH = Other.CollisionHeight;
    			
    			if (HitLocation.Z - Other.Location.Z > BodyHeight * CH)
    				return true;

  8. #18
    Whicked Sick Higor's Avatar
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    Minigun feels overpowered because it's a nice way to kill 10hp players with a sweep, something that low pingers do with pulse gun as well.
    Otherwise, there's maybe 3 or 4 players that can actually mow you down from 300 effective health before you kill them off with a better weapon (point blank scenarios not included, unless you have a flak cannon).
    (Also remind you that the minigun fires about 1-2 less bullets per second than what it used to)

    If you face a team that relies on sweeping your 10 health teammates, might as well nuke their Super Protectors and leave them pants down.


    PD:
    I bet you noticed that dodging projectiles 'feels' easier on the Siege server.
    It's part of an experiment in LCWeapons, basically, you see all projectiles around 30ms ahead when they're created on your end.
    Might as well try something similar applied to players, (as is intended to be done for UT4) but hey, you're not getting hit by invisible/undodgable rockets at least...
    ------------------------------------- * -------------------------------------

  9. #19
    Whicked Sick UT-Sniper-SJA94's Avatar
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    Quote Originally Posted by Higor View Post
    I bet you noticed that dodging projectiles 'feels' easier on the Siege server.
    It's part of an experiment in LCWeapons, basically, you see all projectiles around 30ms ahead when they're created on your end.
    Might as well try something similar applied to players, (as is intended to be done for UT4) but hey, you're not getting hit by invisible/undodgable rockets at least...
    It does feel a bit easier.

    If the minigun didn't make you lag(lockdown or what ever it's called) it wouldn't be so annoying, it's frustrating being killed by someone just because you can't dodge /move properly.

  10. #20
    Killing Spree Sheepy's Avatar
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    Quote Originally Posted by Higor View Post
    Minigun feels overpowered because it's a nice way to kill 10hp players with a sweep, something that low pingers do with pulse gun as well.
    Otherwise, there's maybe 3 or 4 players that can actually mow you down from 300 effective health before you kill them off with a better weapon (point blank scenarios not included, unless you have a flak cannon).
    (Also remind you that the minigun fires about 1-2 less bullets per second than what it used to)
    lol, only the high skilled minigun spammers are able to pull that off eh?
    Only the top notch, high end, prime ...... minigun spammers.
    U srs?

    on topic tho - i agree, but probably mostly because I don't want to and don't have the time to adapt to the changes you made to siege, but ye- the crouching never made sense, although nobody complained bout it. the op ducking just doesn't feel good :/
    Last edited by Sheepy; 01-10-2015 at 01:28 AM.

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