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Posted: 2007-03-07 07:16
by Teek
Tralle wrote:hmm hit boxes dosnt seem messed up to me... you just have to shoot infront of a running person just like in real life... queit easy to nick of people running with a sniper...
this is one of the reasons i love prmm

I was sniping a guy hiding behind a bunker, he poped his head up for a split second, boom-puff of blood, he did it again, and again for atleat 4 puffs-of-blood from the head and he walked off.

Posted: 2007-03-07 13:47
by Argentinedude
Teek wrote:I was sniping a guy hiding behind a bunker, he poped his head up for a split second, boom-puff of blood, he did it again, and again for atleat 4 puffs-of-blood from the head and he walked off.
Ok here's the problem http://www.youtube.com/watch?v=MPTwGSrjsgo

Posted: 2007-03-07 14:51
by Rico11b
Argentinedude wrote:Ok here's the problem http://www.youtube.com/watch?v=MPTwGSrjsgo

That has to do with the hitboxes lagging behind the player model while player is moving around. Check my thread about hitbox detection in bf2/pr. I've been trying to find info about how to minimize or completely eliminate it.

Later
R

Posted: 2007-03-07 17:57
by WNxKenwayy
The biggest problems is when a player model is either moving like straffing/running, or changing stances like standing -> prone. Same for when a player is exiting a ladder, its all but impossible to kill someone when they are changing stances/exiting a ladder.

Posted: 2007-03-07 18:46
by Rico11b
WNxKenwayy wrote:The biggest problems is when a player model is either moving like straffing/running, or changing stances like standing -> prone. Same for when a player is exiting a ladder, its all but impossible to kill someone when they are changing stances/exiting a ladder.

Yeah, tell me about it. That's the reason that prone sliding thingy from early bf2 made guys so mad. Me too. You couldn't hardly get a hit on a guy while he was doing that. I can't remember the name of it. I think it was prone spamming or something like that. I can't remember. I wonder if there is a way to turn on hitboxes in BF2. Just like you can in Counter Strike. That way you can do some testing with having to guess about what is happening with the hitboxes.

Question for anyone on here. Is there a way in BF2/PR to turn on hitboxes so they can be seen onscreen? It would offer visual proof about whether the settings changes are having any effect in game. For testing only NOT for use in game since that would be a cheat and I hate cheaters.

Posted: 2007-03-07 18:50
by Wasteland
The word you're looking for is dolphin diving I'd imagine.

Posted: 2007-03-07 18:59
by Rico11b
JP*wasteland.soldier wrote:The word you're looking for is dolphin diving I'd imagine.

That's two words...

Just kiddin!

Posted: 2007-03-07 19:00
by Cyber-Couch
Tralle wrote:hmm hit boxes dosnt seem messed up to me... you just have to shoot infront of a running person just like in real life... queit easy to nick of people running with a sniper...
this is one of the reasons i love prmm
I chuckled a bit when I read that. Say you have an m16 and your target is 500 yards away and running - unless he's running at a speed of about 2,000 MPH then you wont have to shoot ahead of him. Still waiting for a game with proper hit detection. :(

Posted: 2007-03-07 19:12
by Rico11b
Cyber-Couch wrote:I chuckled a bit when I read that. Say you have an m16 and your target is 500 yards away and running - unless he's running at a speed of about 2,000 MPH then you wont have to shoot ahead of him. Still waiting for a game with proper hit detection. :(

I just had a funny thought. How bout turning on the hitboxes so they can be seen ingame. Then turn off or remove the player models. Maybe we could add some color to the hitboxes. See I have solved it. NO more hit detection issues because the hitboxes are the only visible things concerning the players. Hehehe... lmao. Please don't flame cause it was a dumb joke :)

Later
R

Posted: 2007-05-15 18:35
by Skwurl
Cyber-Couch wrote:I chuckled a bit when I read that. Say you have an m16 and your target is 500 yards away and running - unless he's running at a speed of about 2,000 MPH then you wont have to shoot ahead of him. Still waiting for a game with proper hit detection. :(
Actually, I chuckled a bit when I read your post.

If your target is 500 yards away (1,500 feet), you will most definitely need to lead your target. The muzzle velocity of an M-16 is approximately 3,050 feet per second.

That means that your bullet will take up to half a second to reach its target. The average male can run up to 15 mph (22 feet per second). So in half a second, your runner has already moved 11 feet by the time the bullet has arrived.

Sorry to ressurect a semi-dead thread, but I just had to share.

Posted: 2007-05-15 20:25
by zeidmaan
Skwurl wrote:Actually, I chuckled a bit when I read your post.

If your target is 500 yards away (1,500 feet), you will most definitely need to lead your target. The muzzle velocity of an M-16 is approximately 3,050 feet per second.

That means that your bullet will take up to half a second to reach it's target. The average male can run up to 15 mph (22 feet per second). So in half a second, your runner has already moved 11 feet by the time the bullet has arrived.

Sorry to ressurect a semi-dead thread, but I just had to share.
lol win

Posted: 2007-05-15 20:41
by Gyberg
Skwurl wrote:Actually, I chuckled a bit when I read your post.

If your target is 500 yards away (1,500 feet), you will most definitely need to lead your target. The muzzle velocity of an M-16 is approximately 3,050 feet per second.

That means that your bullet will take up to half a second to reach it's target. The average male can run up to 15 mph (22 feet per second). So in half a second, your runner has already moved 11 feet by the time the bullet has arrived.

Sorry to ressurect a semi-dead thread, but I just had to share.
I just love these kind of posts!

Posted: 2007-05-15 21:55
by arneboe
yiffcat wrote:i'm not sure this method really works,nor do i guarantee it will work.

Someone from other forums taught me this little tweak.

goto to the "settings" folder in your PR 0.5 folder
for those who don't know,the full path is "X:\Program Files\EA GAMES\Battlefield 2\mods\pr\settings"

there is a file called "UserSettings.Con",open it.
you will see a bunch of words and numbers,just delete everything and paste this




Replace "Your Name Here" with your name.
Save,and make this file "Read-Only" so bf2 won't rewrite it.

This is just a random configure i got from another forum,you have to tweak it so it matches perfectly with your average ping on certain servers.

In case anything screws up,here is the default settings


I tried it on a server,and my ping was around 300+.
I finally managed to see blood puff on my victims,and the next thing i saw was the body lying on the floor motionless,instead of continue running.


Note:
I'm quite busy at the moment,so if anyone could try this out for me.
Change ExtrapolationTime value to "1" and "GSExtrapolationTime" to the first digit of your ping.(Like 50 ping,so the value here should be "5",i'm not sure if you should put "10" or "1" for 100 ping)

Good luck and hope it works for you :-P

but using this "tweak".. wouldn't it be considered some kind of advantage/cheat.. i know it only makes up for ping times kinda, but still.. wouldn't it be more fair if everybody just used the standard settings, or..?

Posted: 2007-05-16 02:09
by JKRMAUI
wow...no wonder.

I never knew that the hit boxes lagged like that.

I personally have a lot of trouble with just this issue. When it comes to putting rounds on target with this Engine I get very ticked because I Aim ahead and try to make the round meet them in mid run. But I guess I have to against :x

Posted: 2007-05-16 02:17
by ReaperMAC
arneboe wrote:but using this "tweak".. wouldn't it be considered some kind of advantage/cheat.. i know it only makes up for ping times kinda, but still.. wouldn't it be more fair if everybody just used the standard settings, or..?
Not really, you are able to hit people more easily, but in return, they can hit you just as easily too. So its pretty much a fair deal.

Posted: 2007-05-16 13:36
by Long Bow
I find that at range the normal instinct to lead a guy seem to work in game. You lead and fire, lead and fire down he goes. What I find is a bigger problem, and was illustrated in one of the youtube vids is the CQC. You fire right at the guy from 10 feet away as he strafes and you "hit" but don't actually wound him. I usually engage targets while stationary so the guy that is straffing doesn't have the hitbox issue to deal with as I crouch and wait for his bullets :x

Posted: 2007-05-16 22:14
by robbo
Back On Topic:

The L115A1 should be a one shot kill, 338. lupa would get through armor any day.

Posted: 2007-05-17 00:08
by Bob_Marley
It is, isnt it?

I'm sure its got a power bonus over the other rifles which makes it a 1 hit against everyone.

Posted: 2007-05-17 02:24
by Teek

Posted: 2007-05-17 13:47
by Long Bow

Wow, that MEC soldier was clueless. Didn't he realize he was getting shot at? :roll:

I really hope a hit detection problem can be found in the near future.