Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
David Kiger wrote: 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. Right. In any game, the percentage of headshot kills comes from a combination of factors: - How accurate are the weapons? (can you hit what you are aiming at) - Do headshots do more damage than bodyshots? (why aim at the head (a smaller target) than the body unless shots to the head actually do more damage) - Are players AWARE that headshots do more damage than bodyshots? (if players aren't aware that headshots do more damage than bodyshots, they will probably aim for the body since it will be easier to hit) - How easy is it for the player to keep his weapon aimed at the head? (i.e. if there is uncontrollable weapon sway, is there some method to "hold your breath" to steady the weapon, especially true for sniper rifles) In the case of Half-Life mods, all of these factors are controlled by the mod code (not the engine code). The other factor that's not controlled by the game engine or the mod code is how skilled is the player in using their mouse/keyboard/controller to aim his weapons. Auto-aiming systems can help here (especially on console gaming systems), but you don't want the game code to completely take over the task of aiming the weapon otherwise it's no fun for the player. -- Jeffrey "botman" Broome ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Headshots Per Kill in CounterStrike: Source
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 > > > > > > > > _
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 > > > > > > ___ > > > 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
Re: [hlcoders] Headshots Per Kill in CounterStrike: Source
-- [ 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
RE: [hlcoders] Headshots Per Kill in CounterStrike: Source
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
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
RE: [hlcoders] Headshots Per Kill in CounterStrike: Source
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
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
[hlcoders] Headshots Per Kill in CounterStrike: Source
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