saindd Posted June 12, 2015 Share Posted June 12, 2015 The built-in T3D function Player::getDamageLocation() is responsible for detecting the vertical position of the hit based on the player model bounding box and deciding if it was a head, body or leg shot. However, i have a few questions about the feature: How does it handle near-misses? Does it check the bounding box and then the model? What if i hit a bullet next to ear, but miss it by inches? Will it still hit, like old 2D games and square bounding boxes?What about crouching and proning? How does it handle it?Is there a more modern way of detecting hits in T3D? Like, having several different physics colliders attached to the player, so we can detect a proper arm/leg shot, head, throat, lower body, upper body, etc. In Unity, we can parent physics colliders to bones, and then, bone-based damage.Can we get the nearest bone name during a raycast? The bone acting on that vertex/face? Quote Link to comment Share on other sites More sharing options...
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