[Hack] Thirdperson version3: accurate aiming

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bitterbanana




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[Hack] Thirdperson version3: accurate aiming

Post by bitterbanana »

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.
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Alexander




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Post by Alexander »

Fantastic.

Before, the 3rd person was just a novelty, and cool to use, but was never really useful, I've been waiting for a functional aiming version to come out ever since I played Halo with your original 3rd p.

Edit: BAHHH!!!!1

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dafin0




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Post by dafin0 »

very nice. good to c you are still making programs :D
saying the good about every mod.. and give shit to the people that dont like the mod :)

u could say that i am a person sick of people say bad about things that people have made
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Post by =sw=warlord »

sweet nice job i was hoping this would show up somtime as i heard u was improving this thing.
10/10 for the cool app.
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xbox7887




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Post by xbox7887 »

Glad to see you finally located those values :D
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Post by INSANEdrive »

Nice.... 8)

( Can ya say what your were doing wrong before...)
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Post by dale181 »

ok so you fixed the 3p acuraccy now can you fix the zoomed acuraccy that you messed up while doing so XD
bitterbanana




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Post by bitterbanana »

xbox7887 wrote:Glad to see you finally located those values :D
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.

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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Post by DECOY »

Nice!

Can I host a copy over at Halopc.net, or would you prefer I directed the DL traffic to your site?

8)
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dale181





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Post by dale181 »

bitterbanana wrote:
xbox7887 wrote:Glad to see you finally located those values :D
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.

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.
pardon XD
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Post by bitterbanana »

dale181 wrote:pardon XD
yeah, aren't you glad you asked? I tried summing it up, but I'd probably have to write a novel to explain a year's worth of thought-processing.

You can host the file, that's fine.
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Post by FBH_Eclipse »

Very good, i already tryed it in-game a little glichy for some reason when your running around, but besides that i think its better.
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Ombre




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Post by Ombre »

Sweet, i love you're work banana :)
Edit: I just tested it, it works great but, as someone said before the master chief is kinda glitchy while moving, there anyway to fix this?
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bitterbanana




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Post by bitterbanana »

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.
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HPDarkness




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Post by HPDarkness »

FINALLY!! i like the third person hack but it never had acurate aiming im gonna download this now. hooray banana!
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Post by wasserbrunner »

woah nelly



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Post by GametagAeonFlux »

=o

Bitterbanana is teh bak mb?

Nice job.
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Ombre




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Post by Ombre »

GametagAeonFlux wrote:=o

Bitterbanana is teh bak mb?

Nice job.
I think he's done about everything possible with the camera though, so will he move onto other parts of halo? :?
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GametagAeonFlux




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Post by GametagAeonFlux »

Actually...he did say something about Project Yellow...what could that be?
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Post by Itszutak »

A new kind of food?
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