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Weapons projectile hitboxes? also a "bug" report - Printable Version

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+--- Thread: Weapons projectile hitboxes? also a "bug" report (/showthread.php?tid=67673)



Weapons projectile hitboxes? also a "bug" report - Bulletproof - 10-18-2011

so, I was looking into the ships hitboxes which made me wonder how the hit registration works.
Afaik fighetrs first uses the sheild hitbox, and then it uses the ships hitbox.... but when it comes to the ships hit boxes, it's very much up to how big the projectiles are. So my question is, are there projectile hitboxes?

For the bug report, according to my HardPointEditor, the ku_fighter's (Drake/Tanto/Wyrm) shield hitbox's rotation is not the same as the ships hitbox, which makes the shield hitbox being over-sized.
[Image: z5JWz.png]
I suggest that you make a new .sur model for this ship....


Weapons projectile hitboxes? also a "bug" report - Jinx - 10-18-2011

i think in most cases - despite the visible size - projectiles are "one pixel" of size. ( flak cannons are 75 pixels - but well... thats flaks )

ALL the ships will have tight-fit boxes in 4.86 - so no worries ( tight fit = what you see is what you can hit )

exceptions are a handful ships that had their "holes" covered - due to balance concerns.


Weapons projectile hitboxes? also a "bug" report - AeternusDoleo - 10-18-2011

Not all of them. Vanilla hitboxes were left untouched as this would break the destructability of ship components. Personally, I find that a double bugfix, but I was overruled.

As to how it works: The ship has two types of surface in the hitbox. First is a bounding box, which is typically drawn all around the ship, like a shrinkwrap. This helps the game determine if something is breaching the ship model's perimiter. Some models do not have this bounding box in 4.85, which is one of the suspected causes of high server load...
The second is a surface box, which is the actual surface area of the ship. It is made up out of a number of convex shapes. For Discovery, usually 20 to 70 for a smaller ship, can go upwards of 400 components on complex battleships. Any shots aimed at the ship that pass the bounding box, get calculated against these components to see if the ship is actually hit.

Shields work differently. Typically, ships have one or more shield bubbles that gets linked to the shield generator, and applied to a shield emitter hardpoint, or just center on the shield generator itself. The shield bubble has it's own hitbox which blocks incoming fire and translates the damage into shield capacity loss. Shield down? Hitbox deactivates and the hull hitbox becomes the perimiter. I've noticed that on many ships, these shield spheres do not work, at all. Not sure why, but since the game defaults hull hits back to shield damage if there is still shield remaining, I wasn't too worried about it. A glitch to look at for once 4.86 is done.

So no, that drake's hitbox won't be fixed.

[Edit] And hole coverage for the borderworlds ships was recinded Jinx. True to skin as much as possible. Only ship that couldn't be applied to was that hideous organic jumble called the Scorpion.


Weapons projectile hitboxes? also a "bug" report - Bulletproof - 10-19-2011

Well, you don't have to modify the vanilla hitbox... just make a completely new ship (adding a new entry in shiparc etc) and make it a copy of the drake, just with a properly rotated shield. taking off the drake from where it's sold, and start selling a new ship, linking to the freshly made model.

atm the Dragons hitbox is about as big as the drakes... which is kind of redicolus :P....