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-   -   Way to increase hit box? Or is that through the source? (https://www.eqemulator.org/forums/showthread.php?t=29478)

eqemuross 09-07-2009 09:53 PM

Way to increase hit box? Or is that through the source?
 
Thank you...

ChaosSlayerZ 09-07-2009 10:32 PM

I believe that hit box is controlled by the client.
The size of the mob does matter, but for some models the hit box can be either much larger that the mob or in some case much smaller.

New rat models introduced in OoW for example have hit box MUCH bigger than its model, which result in some ridiculous fight animation at times.

In other words, there is probably no way to control it, at least not yet.

AndMetal 09-08-2009 12:09 AM

The hitbox is calculated via Mob::CombatRange():

Code:

bool Mob::CombatRange(Mob* other)
{
        if(!other)
                return(false);

        float size_mod = GetSize();
        float other_size_mod = other->GetSize();

        if(GetRace() == 49 || GetRace() == 158 || GetRace() == 196) //For races with a fixed size
                size_mod = 60.0f;
        else if (size_mod < 6.0)
                size_mod = 8.0f;

        if(other->GetRace() == 49 || other->GetRace() == 158 || other->GetRace() == 196) //For races with a fixed size
                other_size_mod = 60.0f;
        else if (other_size_mod < 6.0)
                other_size_mod = 8.0f;

        if (other_size_mod > size_mod)
        {
                size_mod = other_size_mod;
        }

        // this could still use some work, but for now it's an improvement....

        if (size_mod > 29)
                size_mod *= size_mod;
        else if (size_mod > 19)
                size_mod *= size_mod * 2;
        else
                size_mod *= size_mod * 4;


        // prevention of ridiculously sized hit boxes
        if (size_mod > 10000)
                size_mod = size_mod / 7;
       
        if (DistNoRoot(*other) <= size_mod)
        {
                return true;
        }
        return false;
}


ChaosSlayerZ 09-08-2009 12:25 AM

if it does- can we have those insane size hit box rats fixed/adjusted somehow?

I mean I am trying to make a giant rat (new model). I have to make it at least size 20 to bring it up to be at least man size, but it then gets a hit box like hill giant, and fights start to look very unrealistic, with me pounding in melee on a creature who stands like 10 feet away

eqemuross 09-08-2009 12:47 AM

What about PvP hitbox?

AndMetal 09-08-2009 01:05 AM

Quote:

Originally Posted by eqemuross (Post 178075)
What about PvP hitbox?

It uses the same calculation.

eqemuross 09-12-2009 02:09 AM

so i don't see this in the source at all, but i see it mentioned in the header file. should i just paste it in the mob.cpp and edit the values to my liking?

eqemuross 09-12-2009 02:52 AM

Quote:

Originally Posted by eqemuross (Post 178353)
so i don't see this in the source at all, but i see it mentioned in the header file. should i just paste it in the mob.cpp and edit the values to my liking?

nm... found it in aggro.cpp, should have clinked that link earlier!

sorry for the stupid questions :(

Secrets 09-12-2009 04:27 AM

Quote:

Originally Posted by eqemuross (Post 178359)
nm... found it in aggro.cpp, should have clinked that link earlier!

sorry for the stupid questions :(

Quick FYI, follow this presentation I made to see where a function is referenced. You can use ctrl f to find it:

click

And by the by, I just found a really great program called Wink for making presentations. It's by far the best thing i've come across in a while.


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