Create an account


Thread Rating:
  • 1 Vote(s) - 3 Average
  • 1
  • 2
  • 3
  • 4
  • 5
hitting condition?

#1
Just a pure curiosity question about the aiming model in Nexuiz: let's consider an hitscan weapon for instance.

Geometrically speaking, the closer a target is, the larger the aiming angle tolerancy to hit this target is. This is pretty intuitive.

Nevertheless, it often occurs that someone with a nex is able to hit you even if he is, let say, at 1 km away from you. If you assume that a player is 2m tall, this makes a vertical tolerancy angle of about 0.05 deg... which is not so large...

It can be also noticed that sometimes, you do hit the opponent in spite of the aiming point is not exactly on the opponent body.

So i feel that the hitting condition would not be based on the angle tolerancy... but then, does anyone know which criterion it is based on?
Fat.bot.Slim
Reply

#2
Well, regarding the angle, the nex has a zoom that increases the tolerance. Zoom scripts can increase it further, sometimes enough to make the player fill the screen (fast reaction). Also, all players are in a rectangle. However, not all playerMODELS are rectangular. So while they fit inside the rectangle, they do not occupy all space within the rectangle. Hitting is based on the rectangle, so if you shoot in between their legs, you get a hit.
Reply

#3
(05-14-2010, 06:18 PM)Roanoke Wrote: Well, regarding the angle, the nex has a zoom that increases the tolerance. Zoom scripts can increase it further, sometimes enough to make the player fill the screen (fast reaction). Also, all players are in a rectangle. However, not all playerMODELS are rectangular. So while they fit inside the rectangle, they do not occupy all space within the rectangle. Hitting is based on the rectangle, so if you shoot in between their legs, you get a hit.

As for the rectangle thing, it of course does make sense.
Zoom does increase the angular tolerancy.
Still, some far shoots remain quite unlikely.

I wouldn't be surprised if this admissible rectangle would get a larger area at some large distances, so that you have a chance to get an hit even with far targets.
Would be a way to keep the fun alive on ctf maps for example...
Anybody heard of such a bonus mechanism?
Fat.bot.Slim
Reply

#4
The zone you need to aim at to score a hit is larger than just the bounding box, as a result of the antilag system, so the tolerancy is sometimes higher than it would seem.
Apart from this, hitscan just draws a line from the weapon to the solid point in the center of the crosshair and hits the first intersection (or all of them until it meets a wall in nex's case). No weird magnetism thing that I know.
Reply

#5
The game is not reality! The zoom doesn't work like binoculars; it actually teleports your "Point of Shoot" all the way towards the target, like a portal.
4m038105 - Be the change.
Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB original theme © iAndrew 2016, remixed by -z-