Unreal Tournament: Game of the Year Edition

Unreal Tournament: Game of the Year Edition

Paploo10 Apr 21, 2017 @ 1:41am
Easy headshots
When I play against bots (I don't play online) if i shoot them in something like the chest it most likely gets a headshot and I think it might be because i'm playing at 1080p and then the game stretches hitboxes for the resolution.
< >
Showing 1-7 of 7 comments
I think it was always easy if I'm not mistaken
Paploo10 Apr 21, 2017 @ 1:52am 
Originally posted by This Bird Has Flown:
I think it was always easy if I'm not mistaken
Oh, ok. Thanks.
Last edited by Paploo10; Apr 21, 2017 @ 1:52am
Unicarn Apr 21, 2017 @ 2:03am 
People weren't as good when this game first came out.

This UT game has the largest head hitboxes out of all of the UT games.
Originally posted by Unicarn:
People weren't as good when this game first came out.
I don't understand this statement
Unicarn Apr 21, 2017 @ 2:10am 
Originally posted by This Bird Has Flown:
Originally posted by Unicarn:
People weren't as good when this game first came out.
I don't understand this statement
People weren't as skillful in first person shooters (on average.)
Paploo10 Apr 21, 2017 @ 6:58am 
Originally posted by {dFb}eMac:
Body parts aren't well defined in UT99. There's just a magic number where the top 38% of the player's hitbox will be used as the head. It's a pretty large area. It doesn't matter if there's a head there or not. You can see this clearly if you try headshotting a model that doesn't follow the "top 38% is a head rule" like the Nali Cow model. Or even when you try to headshot a crouched player. It doesn't really matter what resolution you're using since this will happen at any resolution.

If you care about the code- this is the code in the sniper rifle. I've highlighted the part that checks if it's a headshot or not.

function ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) { local UT_S♥♥♥♥♥♥♥♥ s; s = Spawn(class'UT_S♥♥♥♥♥♥♥♥',, '', Owner.Location + CalcDrawOffset() + 30 * X + (2.8 * FireOffset.Y+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) Spawn(class'UT_HeavyWallHitEffect',,, HitLocation+HitNormal, Rotator(HitNormal)); else if ( (Other != self) && (Other != Owner) && (Other != None) ) { if ( Other.bIsPawn ) Other.PlaySound(Sound 'ChunkHit',, 4.0,,100); if ( Other.bIsPawn && (HitLocation.Z - Other.Location.Z > 0.62 * Other.CollisionHeight) && (instigator.IsA('PlayerPawn') || (instigator.IsA('Bot') && !Bot(Instigator).bNovice)) ) Other.TakeDamage(100, Pawn(Owner), HitLocation, 35000 * X, AltDamageType); else Other.TakeDamage(45, Pawn(Owner), HitLocation, 30000.0*X, MyDamageType); if ( !Other.bIsPawn && !Other.IsA('Carcass') ) spawn(class'UT_SpriteSmokePuff',,,HitLocation+HitNormal*9); } }
Ok then. You know youre stuff.
Paploo10 Apr 21, 2017 @ 7:41pm 
Originally posted by {dFb}eMac:
Originally posted by Paploo10:
Ok then. You know youre stuff.

Hours of tinkering with the code and engine allows you to grab a few gems of knowledge here and there xD
Kewl.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Apr 21, 2017 @ 1:41am
Posts: 5