Crouching seems very effective for hitting rats, not exactly sure why...
Maybe, because you get close to them to aim them low, but in fact the capsule is much higher, you actually get too close to (or inside) their capsule?
(but their capsule has to be at least 1.1 high so you can't walk over them)
Players having hard time hitting rats
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Players having hard time hitting rats
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
-
- Posts: 33
- Joined: Fri Dec 13, 2019 12:01 pm
- Location: Hungary
Re: Players having hard time hitting rats
I tend to score hits on rats much more often if I don't aim down at their sprite but just strike in front of me as if I was fighting a human enemy. I suspect that may also be the reason crouching helps - that way, you can look forward when attacking (effectively hitting the mob's lower body).
Maybe when you're aiming at the rat sprite, you're just whacking away at the ground?
Maybe when you're aiming at the rat sprite, you're just whacking away at the ground?
"Always do right. This will gratify some people and astonish the rest."
- Mark Twain
- Mark Twain
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Players having hard time hitting rats
No, that's the reason why I added some sound when you hit static geometry; and it doesn't happen that often, so that's not the main reason for missing rats.DaveCastle wrote: ↑Wed Jan 08, 2020 9:57 am Maybe when you're aiming at the rat sprite, you're just whacking away at the ground?
But if you confirm you get better results by aiming high, it tend to confirm the capsule hypothesis...
And increasing collider size is not the way to go (or if it's done, it shouldn't be a capsule).
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
-
- Posts: 541
- Joined: Thu Jul 18, 2019 3:08 am
Re: Players having hard time hitting rats
I always crouched in both classic and DFU when fighting rats, spiders and scorpions, no idea the effect but it seemed a natural thing to do. Of course in real life I would never bend down/crouch to hit something smaller then me so maybe not so natural.
-
- Posts: 153
- Joined: Tue Nov 26, 2019 7:25 am
Re: Players having hard time hitting rats
I think the big thing is that DFU and Classic just don't use the same attack mechanics. Classic is checking against a plane in front of the camera, DFU uses more modern capsule hit boxes.
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Players having hard time hitting rats
I've seen more cases on streams, many times being above an enemy (say because of some slope) makes it hard or even impossible to hit (spiders, crouched tigers,...)
I don't know if it would be worth having two colliders on those monsters, one considered for player collisions, another for weapons collisions; Or if preventing from walking on some enemies would be better solved another way...
Or prevent raycast origin to enter enemies colliders in the first place?
I'm not really sure what happens...
Solves issues, but creates new ones...
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Players having hard time hitting rats
It seems I get some results by excluding player from own weapon hit checks, I hope it's not just a confirmation bias...
https://github.com/Interkarma/daggerfal ... hit-checks
It's even possible that the -mainCamera.transform.forward * 0.1f could be removed...
(@Interkarma: you seem to have used those 2 different solutions in PlayerActivate and WeaponManager about the same time, so maybe I'm missing something)
PR
https://github.com/Interkarma/daggerfal ... hit-checks
It's even possible that the -mainCamera.transform.forward * 0.1f could be removed...
(@Interkarma: you seem to have used those 2 different solutions in PlayerActivate and WeaponManager about the same time, so maybe I'm missing something)
PR
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Players having hard time hitting rats
Any feedback on this issue with 0.10.18, is it easier to hit rats now?
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart