#Weapon hitboxes
1 messages · Page 1 of 1 (latest)
collision detection volume
or
circuits
Collision detection volume is the best way, yeah. It detects stuff way better than a trigger volume can, trigger volumes can completely miss things if it is swung too fast through them, but collision detection volumes do not.
I wish they'd fix some bugs with it though, the PAP inside sometimes breaks and some events don't fire.
collision detection is waaaaaay better that cv2 in like 90% of situations
mainly because they're less laggy that whatever you can do with cv2 (there are exceptions to this, f.e. hitbox system in ^FirstCut where its more accurate, but those require a lot of time, trial and error and constant improvement, and it also broke a bunch because of overheat stuff)
dosent first cut use collision detection volumes
afaik, no
they had some complex system that is being remade rn
mostly for like super accurate hitboxes
what reminded me that they used collision detection volumes is that touching things causes controller vibration
but that might be just made by them
i think it was mosty because of how they did the blocking stuff
they used collision detection but rn the new owner is doing the cv2 option
taken from general chat of their dc
cool that looks rediculously unoptimized
yea, i hope its client side
but if shadow doesnt lie, it detects stuff through lag which is hella cool
nvm, that thing is not used, it was a prototype that was sent to the void for poor performance
i would just use a spherecast cast
that only gets one target
and if u make it ignore objects, it will damage through walls
use spherecast all!
overlap sphere is basically that but doesnt ignore walls
wait nvm, i thought thi was a different post lol\
ddread