![]() It should be noted that on a dedicated server a pawn's standard animations (walk, run, strafe) aren't played server-side, so the server must make an approximation when calculating where the head is. Just to be clear, it doesn't matter at which point or angle the shot is taken from, as long as the trace line passes through the head detection area (you always shoot through the collision cylinder). When a specimen ( pawn) takes damage, a line is traced from the impact point (a point on the collision cylinder) and an equation is used to determine if it passes through the head sphere. Melee weapons perform the headshot check with a 25% larger head area, making it easier to hit. Obviously, specimens that have already been decapitated skip the check. ![]() Only damagetypes with bCheckForHeadShots set to true will have headshot detection enabled (otherwise the pawn will take regular damage). ![]() ![]() In any case, the headshot mechanics are identical. A weapon's headshot multiplier is applied by the pawn taking damage, except in the case of the CrossbowArrow, M99Bullet, and CrossbuzzsawBlade classes, which apply it themselves before passing to the pawn's TakeDamage() function. ![]()
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