-- [ Picked text/plain from multipart/alternative ] Yes, just as the weapon/damage code is specific to any mod.
On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote: > > So the source where this occurs is specific to CSS? > > Thanks, > Michael > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Robbie > Groenewoudt > Sent: Wednesday, August 23, 2006 10:20 AM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source > > -- > [ Picked text/plain from multipart/alternative ] The CSS code isn't > available > > On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote: > > > > I don't really care about the size of the hitbox. Because if it is > > roughly the size of the model's head, there is no problem. I want to > > know where the code determines where bullets go and how they hit > > something. > > > > Is a hitbox a bounding sphere/box/poly and rays are shot from the > > weapon to determine if they intersect? That kind of stuff. There is > > randomness in the shot spread, so where is that randomness made? > > > > Valve-only code or is it buried in the SDK somewhere? That is the main > > > question I have. > > > > Thanks, > > Michael > > > > -----Original Message----- > > From: [EMAIL PROTECTED] > > [mailto:[EMAIL PROTECTED] On Behalf Of David > > Kiger > > Sent: Wednesday, August 23, 2006 9:32 AM > > To: hlcoders@list.valvesoftware.com > > Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source > > > > I assume you're questioning the size of the head hitbox? If so, this > > isn't exactly a good way to do it... > > > > But in any case, I'd wager that the main reason that many kills are > > headshots is because people aim for the head. It's not like there's > > an equal chance to hit any hitbox relative to the hitbox's size. > > > > > > On 8/23/06, Newcomb, Michael-P57487 <[EMAIL PROTECTED]> wrote: > > > I went to sharedstats.com and took the top 10 players and some > > > middle players (451-460) and averaged their headshots per kill > > > percentage (they were suprisingly close, around 5% difference). > > > > > > The number came out to 45%! Nearly half of all kills are a result of > > > > headshots... > > > > > > So, here are my questions: > > > > > > 1. Doesn't this percentage seem too high? > > > 2. Does this phenomenon occur in other mods? (I don't play HL2DM or > > > > other mods) 3. In what part of the code are hit locations > determined? > > > > > (in sdk code or valve-only code) 4. If in the sdk code, where is a > > > good place to start to look for the reason the percentage is so > high? > > > > > > Thanks, > > > Michael > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders