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Melee/Fists Partially Broken #5

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shinyquagsire23 opened this issue Mar 27, 2015 · 3 comments
Open

Melee/Fists Partially Broken #5

shinyquagsire23 opened this issue Mar 27, 2015 · 3 comments

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@shinyquagsire23
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When using the fists under normal usage, the hitboxes will never actually reach the opponent at all in most cases. Purposefully getting an enemy against a wall and punching them, however, will trigger the hits and damage the enemy, because the actual player hands hit the opposing NPC. To remedy this, the hitboxes on either the fists or the enemies must be increased in order to properly collide from the default punch animation.

@jdmclark
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jdmclark commented Apr 2, 2015

The JK fists weapon doesn't use model hitboxes. Surprisingly, it fires slow-moving invisible projectiles. Fixing this issue means doing more research to understand how weapon template parameters are supposed to behave. Fixing this issue may also fix some other issues we have with weapon templates today.

@shinyquagsire23
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Ah, that would actually make sense. I might look into it at some point if I can.

@shinyquagsire23
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I did a small test by adding a model to the +fist projectile, apparently the projectiles don't even move at all! The projectiles are stuck right at the spot on the fists where they were fired. The one thing I noticed different though was the range var in the jkl, which was set as range=0.150000. Maybe this is a sort of bounding box/sphere or something? It's also used a lot with explosions, which might imply that it fires a projectile but retains a set damage sphere of a certain size around that projectile (and probably only injuring once since the projectiles for the fists stick around for a long time).

EDIT: Actually to test this theory, you can make a few punches and then scoot the enemy into where your hands were. They'll rapidly get hit by the lingering projectiles.

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