[Hack] Thirdperson version3: accurate aiming
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[Hack] Thirdperson version3: accurate aiming
After a whole year, I finally fixed thirdperson aiming. I also started over and redid everything in assembly. The code is much smoother and efficient. I'm very happy with the result. As of now, it's compatible with PC only. The CE version will be released with Project Yellow.
Download localised as previous download link gave a 404 error, Snave.
Download localised as previous download link gave a 404 error, Snave.
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Last edited by bitterbanana on Tue Dec 06, 2005 5:05 pm, edited 2 times in total.
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I never found them. I had to calculate them myself using one of halo's functions. I needed a function to return the distance between the player and the point of impact of the bullet.xbox7887 wrote:Glad to see you finally located those values
Since the camera goes closer to the player when you're near a wall, I figured there had to be a collision function that returned the distance between the player and a colliding object. So I backtraced what editted the position of the camera point and figured out how it was calculated. I found the function that was used:
float player_getCollision(point* position, vector* up, float* depth, float unknown);
So to get the function to detect collision in FRONT of the player, I inverted the forward vector and set the depth to 100 so it would return the distance between the player and whatever was infront of him. Then I just repositioned the forward vector to point to that exact point. A lot of assembly and math involved. That's about it.
Nice!
Can I host a copy over at Halopc.net, or would you prefer I directed the DL traffic to your site?
Can I host a copy over at Halopc.net, or would you prefer I directed the DL traffic to your site?
http://www.customcrysis.com Crysis mapping / modding site under development.
pardon XDbitterbanana wrote:I never found them. I had to calculate them myself using one of halo's functions. I needed a function to return the distance between the player and the point of impact of the bullet.xbox7887 wrote:Glad to see you finally located those values
Since the camera goes closer to the player when you're near a wall, I figured there had to be a collision function that returned the distance between the player and a colliding object. So I backtraced what editted the position of the camera point and figured out how it was calculated. I found the function that was used:
float player_getCollision(point* position, vector* up, float* depth, float unknown);
So to get the function to detect collision in FRONT of the player, I inverted the forward vector and set the depth to 100 so it would return the distance between the player and whatever was infront of him. Then I just repositioned the forward vector to point to that exact point. A lot of assembly and math involved. That's about it.
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The glitchy movement is caused by Gearbox's addition of frames per second on Vsync. They didn't do a real clean job of it. If you watch other player's you'll notice that they move the same way.
To fix the problem, just set your video settings to 30fps. There's no reason to go above that, 30 fps is what Halo was meant to be played at, so might as well set it for optimal performance.
To fix the problem, just set your video settings to 30fps. There's no reason to go above that, 30 fps is what Halo was meant to be played at, so might as well set it for optimal performance.
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