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| View Poll Results: What server you want | |||
| FFA pvp range 1-50 |
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14 | 13.08% |
| FFA pvp range +-8 |
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18 | 16.82% |
| FFA pvp range +-8 raid zones range 1-50 |
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26 | 24.30% |
| Team based +-8 |
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49 | 45.79% |
| Voters: 107. You may not vote on this poll | |||
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Thread Tools | Display Modes |
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#1
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Quote:
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Last edited by naez; 04-10-2011 at 01:13 AM..
Reason: o
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#2
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for melee hit boxes on VZ/TZ I was going through Null's code and he made them a *6 mod in pvp (*4 is default pve). mod is applied after racial
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#3
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Quote:
If this post means what I think it means, I always felt gnome warriors had an advantage, even on Live.
__________________
Xantille Cares
I fuk ur mouth since 2001 | |||
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#4
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- melee hit boxes or sync issues screwed up so you couldn't even hit someone running away from you which was easily doable on EQ live
Obviously if wehrmacht couldnt hit people who were running and Xant could it meant Xant was speed hacking. amirite [You must be logged in to view images. Log in or Register.] | ||
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#5
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Quote:
the big hitbox mods are for dragon races PHP Code:
the latest eqemu source has a slightly different formula | |||
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Last edited by naez; 04-10-2011 at 02:11 AM..
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#6
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means trolls obviously are the worst warriors for pking
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#7
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found it
Code:
switch (race)
{
case OGRE:
size = 9;
break;
case TROLL:
size = 8;
break;
case VAHSHIR:
case BARBARIAN:
size = 7;
break;
case HUMAN:
case HIGH_ELF:
case ERUDITE:
case IKSAR:
case DRAKKIN:
size = 6;
break;
case HALF_ELF:
size = 5.5;
break;
case WOOD_ELF:
case DARK_ELF:
case FROGLOK:
size = 5;
break;
case DWARF:
size = 4;
break;
case HALFLING:
size = 3.5;
break;
case GNOME:
size = 3;
break;
default:
size = 0;
}
so it actually doesnt matter for a lot of races, cuz if the size is less than 6.0f it goes up to 8.0f. gnomes worse than human or barbarian | ||
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Last edited by naez; 04-10-2011 at 02:23 AM..
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#8
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does that size just refer to how big the avatar is so the game can take in collision for factor?
Gnomes can squeeze into little places like the Safe hall in lower guk where obviously trolls cant, but if it was coded a troll had size 3 he would probably be able to get into small places because collision would be reduced | ||
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#9
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not sure where/how that is calculated, but it probably does have something to do with the base sizes here. I do know that collision is a little funky in that for PCs anyways can walk like halfway through an ogre, he has like a little square in his belly that you lump over.
what i can say for sure is: a gnome warrior jousting an ogre warrior, or any race, each will have the same range to hit eachother and use whos hit box is bigger gnomes have same hitbox as trolls human/highelf/erudite/barbarian casters have a slight advantage over others when kiting melees, ogre casters are at worst disadvantage changing this line (specifically the NoZ part) will prolly get rid of 100000 feet high swords Code:
if (DistNoRootNoZ(*other) <= size_mod) and that the newer eqemu hitbox formula is basically the same story | ||
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Last edited by naez; 04-10-2011 at 06:59 AM..
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#10
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Best part of the thread was "You can't hit people running away"
WAT???? It's called adapting, to be better, i played that box with a 300 ping, and there is a way to hit people while they are running away, the stevie wonder looking people never figured it out, and asked why me and xant ran faster than others. The better people ran in front of their target and watched yellow text happen. I'm not saying this was a good mechanic, i'm saying you can hit people running away, and it was easy to figure out how within about 5 minutes of playing.
__________________
P99, Day 1.
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