06-08-2016, 09:35 PM | #1261 |
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doublah commented on issue fortressforever/fortressforever-models#1 ('Crazycarl: Make RPG face where its actually aiming'):
While it may be different, if the player shoots any part of the head and it still counts as a headshot, then there are no problems in my opinion. Will need testing I guess.View on Github |
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06-08-2016, 09:39 PM | #1262 |
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squeek502 commented on issue fortressforever/fortressforever-models#1 ('Crazycarl: Make RPG face where its actually aiming'):
Yeah, headshots have always been pretty broken. I forget the exact circumstances now, but I remember the_cake showed me that you can shoot through peoples heads without damaging them at certain angles or something.View on Github |
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06-08-2016, 11:02 PM | #1263 |
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AfterShockFF pushed 1 commit to fortressforever/fortressforever-models:master
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06-09-2016, 05:36 AM | #1264 |
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WillWowmc opened issue fortressforever/fortressforever-models#2 ('Fix aim direction on RPG')
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06-09-2016, 05:38 AM | #1265 |
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WillWowmc opened issue fortressforever/fortressforever-models#3 ('Third person Super Shotgun aiming downwards broken as all anything')
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06-09-2016, 05:44 AM | #1266 |
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WillWowmc commented on issue fortressforever/fortressforever-models#1 ('Crazycarl: Make RPG face where its actually aiming'):
Hitboxes are defined in a model's .qc from what I've seen; I think they are parented to a certain bone, and told the boundaries. But on decompiling the soldier playermodel, it's come out with a .qc that has the hitbox definitions commented out... that's probably a thingo in the decompiler doing...View on Github |
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06-09-2016, 07:08 AM | #1267 |
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squeek502 commented on issue fortressforever/fortressforever-models#3 ('Third person Super Shotgun aiming downwards broken as all anything'):
I think Crazycarl fixed this too and I accidentally left it out. Will confirm/deny in a second.View on Github |
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06-09-2016, 07:21 AM | #1268 |
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squeek502 created fortressforever/fortressforever-models:supershotgun-fix at 4e37f9 (+1 new commit)
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06-09-2016, 07:21 AM | #1269 |
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squeek502 opened pull request fortressforever/fortressforever-models#4 ('Crazycarl: Fix 3rd person super shotgun animations')
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06-09-2016, 07:22 AM | #1270 |
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squeek502 merged pull request fortressforever/fortressforever-models#4 ('Crazycarl: Fix 3rd person super shotgun animations') from squeek502 to master
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06-09-2016, 07:22 AM | #1271 |
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squeek502 closed issue fortressforever/fortressforever-models#3 ('Third person Super Shotgun aiming downwards broken as all anything')
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06-09-2016, 07:22 AM | #1272 |
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squeek502 pushed 2 commits to fortressforever/fortressforever-models:master
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06-11-2016, 04:26 PM | #1273 |
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AfterShockFF created fortressforever/fortressforever:refactoring/ff_player_shared at cfc03c (+4 new commits)
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06-11-2016, 04:27 PM | #1274 |
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AfterShockFF opened pull request fortressforever/fortressforever#276 ('Refactoring: Create ff_player_shared.h file')
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06-11-2016, 04:59 PM | #1275 |
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squeek502 commented on issue fortressforever/fortressforever-models#1 ('Crazycarl: Make RPG face where its actually aiming'):
Merging. Can still be improved, but it's good enough for now.View on Github |
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06-11-2016, 05:00 PM | #1276 |
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squeek502 merged pull request fortressforever/fortressforever-models#1 ('Crazycarl: Make RPG face where its actually aiming') from squeek502 to master
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06-11-2016, 05:00 PM | #1277 |
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squeek502 pushed 2 commits to fortressforever/fortressforever-models:master
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06-11-2016, 08:00 PM | #1278 |
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AfterShockFF synchronized pull request fortressforever/fortressforever#276 ('Refactoring: Create ff_player_shared.h file')
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06-11-2016, 08:00 PM | #1279 |
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AfterShockFF pushed 2 commits to fortressforever/fortressforever:refactoring/ff_player_shared
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06-12-2016, 12:45 AM | #1280 |
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AfterShockFF force-pushed fortressforever/fortressforever:refactoring/ff_player_shared from f4460f to cfc03c
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