question on hitboxes

Posts 113 of 13 · Page 1 of 1
question on hitboxes
are the sizes/location of the hit boxes, server sided? like we can't move em
oBVIOUSLY!!!1111!!!

jUST USE DIS IN characterfx

Code:
	int* hHitbox; //0x0558
herpa derpa.
Quote Originally Posted by NOOB View Post
oBVIOUSLY!!!1111!!!

jUST USE DIS IN characterfx

Code:
	int* hHitbox; //0x0558
herpa derpa.
if you don't want that floatin around, remove it, i was asking just to know if it was doable

check the vid in my sig for why, i'm doin it via rez
Quote Originally Posted by supercarz1991 View Post
if you don't want that floatin around, remove it, i was asking just to know if it was doable

check the vid in my sig for why, i'm doin it via rez
NODONT I WANNA TEH LECHZ IT DEN I CAN MAKE CHOCLAT HAX AN GELIN BASE
Quote Originally Posted by supercarz1991 View Post
if you don't want that floatin around, remove it, i was asking just to know if it was doable

check the vid in my sig for why, i'm doin it via rez
All I really see in your signature is that looks like you just upped everyone's elevation.

I'm pretty sure hitbox size and location is server sided.
Quote Originally Posted by NOOB View Post


All I really see in your signature is that looks like you just upped everyone's elevation.

I'm pretty sure hitbox size and location is server sided.
no i know its not, i just need to figure out how to change/move it

btw, if you wanna play with hit boxes, thank my friends dad
Hitbox.h
Code:
#ifndef __HITBOX_H__
#define __HITBOX_H__






class CHitBox
{
	public: 

		CHitBox();
		~CHitBox();

		virtual	bool Init( HOBJECT hModel, const LTVector &vDims, const LTVector &vOffset );
		virtual bool Update();

		virtual void SetDims( const LTVector &vDims );
		virtual void SetOffset( const LTVector &vOffset );
				
		const LTVector& GetDims() const { return m_vDims; }
		const LTVector& GetOffset() const { return m_vOffset; }
		
		HOBJECT	GetObject() const { return m_hObject; }
		HOBJECT GetModel( ) const { return m_hModel; }

	protected:	

		LTObjRef		m_hObject;		

		LTObjRef		m_hModel;		

		LTVector	m_vDims;		
		LTVector	m_vOffset;		 
};

#endif // __HITBOX_H__
i don't have hitbox.cpp yet
Lol sum1 should fill me in on what I can do with these h and cpp files
Your friend is just feeding you FEAR sdk files....
And the size and position is client sided, to an extent. I've found that you can edit the hitboxes to the size of the character's bounding box, but the damage factors on each node are server sided. The hitboxes are in attributes.
We can edit the size of the bounding boxes on each node by right clicking each node

And I figured that out cuz I have the full fear sdk, I compaired and they're identical
Quote Originally Posted by supercarz1991 View Post
We can edit the size of the bounding boxes on each node by right clicking each node

And I figured that out cuz I have the full fear sdk, I compaired and they're identical
By bounding box, I mean the character's bounding box, which is indeed able to be edited. The node radius' used to calculate what got hit is stored in attributes, however.
Quote Originally Posted by mmbob View Post
By bounding box, I mean the character's bounding box, which is indeed able to be edited. The node radius' used to calculate what got hit is stored in attributes, however.
lol i never saw your reply so idk if you edited something out or what haha
you can adjust the size of the visual hit-box
but you cant change their parameters.
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