[hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
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

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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread David Kiger

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

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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
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

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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
--
[ 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
 
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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Newcomb, Michael-P57487
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
 
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  archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Jeremy Swigart
--
[ 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
  
   ___
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   archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
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Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Robbie Groenewoudt
--
[ Picked text/plain from multipart/alternative ]
First of all: You will probably need to look at the size of the head in the
hitbox of the model because the bullets are randomly according to the
shotmanipulator. And I doubt that Valve changed it so it aims for the head.

For more information about the shotmanipulator, see CBaseEntity::FireBullets
in baseentity_shared.cpp and shot_manipulator.h. Of course the CSS code is
different but probably not so much.

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
  
   ___
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   archives,
  please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
  
  
 
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RE: [hlcoders] Headshots Per Kill in CounterStrike: Source

2006-08-23 Thread Tony \omega\ Sergi
Headshot kills are more frequent in CSS, because it only takes like 1
headshot to kill, whereas the whole rest of the body takes a lot more
damage.

So logically, random or not, if you're spraying and praying, or aiming
toward the head, as long as one shot makes contact, it's gonna be a headshot
kill, therefore, you're going to get more headshot kills.

Plus it is easier to hit the head in CSS, for various reasons, than it was
in old CS. Granted, the percentages are probably around the same for cs1.x
as well.

Meh.


--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
 -Original Message-
 From: Robbie Groenewoudt [mailto:[EMAIL PROTECTED]
 Sent: August 23, 2006 10:42 AM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Headshots Per Kill in CounterStrike: Source

 --
 [ Picked text/plain from multipart/alternative ]
 First of all: You will probably need to look at the size of the head in
 the
 hitbox of the model because the bullets are randomly according to the
 shotmanipulator. And I doubt that Valve changed it so it aims for the
 head.

 For more information about the shotmanipulator, see
 CBaseEntity::FireBullets
 in baseentity_shared.cpp and shot_manipulator.h. Of course the CSS code is
 different but probably not so much.

 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
   
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archives,
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