Body Damage System
- SithMaster
- Posts: 306
- Joined: Mon Jul 04, 2005 11:45 pm
Body Damage System
For FPS games depending on where you shoot a character the more damage you do. Like headshots instantly kill, body shots do 50% damage, arm shots do 25% and leg shots do 25% damage. I know you can just attach multiple pawns to a torso for this effect but that requires perfect postioning and what not. I think the method from half life is best where invisible boxes are around the limbs and they detect hits. Im not a programmer so someone else would have to implement this idea. Of course i understand that this feature is not currently key as physics and multiplayer are more important.
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
That would work, but, unless you stuff your actor full of bones there will be errors. Shoot through the torso to the left and right of the spine etc and no recorded damage. I think thats how it would work, right? I dont know never tried it. I would attach object to player and if collision with bullet then apply damage to player. But thats just me.QuestOfDreams wrote:this should be possible with a bit of low level scripting
char* GetLastBoneHit();
Returns the name of the bone last hit.
-
- Posts: 866
- Joined: Fri Jul 08, 2005 4:27 am
- Location: PA, USA
the way i believe (and hope) it works is it checks the geometry assigned to the bones and not the bones themselves... never tried it, so i don't know...Anonymous wrote:That would work, but, unless you stuff your actor full of bones there will be errors. Shoot through the torso to the left and right of the spine etc and no recorded damage. I think thats how it would work, right? I dont know never tried it. I would attach object to player and if collision with bullet then apply damage to player. But thats just me.QuestOfDreams wrote:this should be possible with a bit of low level scripting
char* GetLastBoneHit();
Returns the name of the bone last hit.
-
- Posts: 866
- Joined: Fri Jul 08, 2005 4:27 am
- Location: PA, USA
- SithMaster
- Posts: 306
- Joined: Mon Jul 04, 2005 11:45 pm
Bady Damage
What about a hit box system, attaching hiden boxes on the body and have the system check where you got shot, i don't know much about scripting but it doesn't sound hard. Simple boxes or suck low poly hiden models attached to the bones.
-
- Posts: 866
- Joined: Fri Jul 08, 2005 4:27 am
- Location: PA, USA
You cant tell me that know body knows if that the bone collision only checks for bones hit or polys around them. Somebody here has to have tried it since the last RF was released. So... anyone try it? I haven't. Not far enough along in development to do so.
Think outside the box.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
To go on an adventure, one must discard the comforts and safety of the known and trusted.
-
- Posts: 23
- Joined: Tue Jul 05, 2005 12:05 am
- Location: Louisville, KY
- Contact:
I'm pretty sure that bones are merely a visual representation of the vertices that are moved at once. Well, not just a visual representation, but they're not 'there' in game. The bones are really the surrounding vertices. ... I think. I'm no programmer, but that's how I think it would be... oO;
(\/)
(Oo)
(><)
This is Bunny. Copy Bunny into your signature to help him on his way to world domination! Thank you.
(Oo)
(><)
This is Bunny. Copy Bunny into your signature to help him on his way to world domination! Thank you.
-
- Posts: 866
- Joined: Fri Jul 08, 2005 4:27 am
- Location: PA, USA
The bone bounding box covers a set of vertices/polys that are controlled by that bone so if you have a bone that allows movement of the forearm then hitting this bounding box covers the whole forearem as I remember it... I thought I put out a demo of per bone collisions and I know Pickles did... If I can find the demo level then I will post it here or on the FTP site...MakerOfGames wrote:You cant tell me that know body knows if that the bone collision only checks for bones hit or polys around them. Somebody here has to have tried it since the last RF was released. So... anyone try it? I haven't. Not far enough along in development to do so.
Ok. This is rather embarrassing
But I don't know how to turn "On" the PerBoneCollision();
and get rid of the Bounding Box.
Can someone let me know how to get the bone collision on..?
Thanks.
rgdyman
EDIT;
See I knew it would be embarrasing. It's active already
Just have to script it in.
"Never Mind"
But I don't know how to turn "On" the PerBoneCollision();
and get rid of the Bounding Box.
Can someone let me know how to get the bone collision on..?
Thanks.
rgdyman
EDIT;
See I knew it would be embarrasing. It's active already
Just have to script it in.
"Never Mind"