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Review, fix, and improve all vehicle hit points

Open AndrewTheel opened this issue 6 years ago • 2 comments

Many vehicles have old, not accurate, or just poorly setup vehicle hit points (boxes). Some are artifacts of old systems, some are not in correct spots, some are not large enough, some are just wrong, and we should review in a historical way and setup better hotboxes for our vehicles.

https://cdn.discordapp.com/attachments/339838693617565697/345357377610186753/unknown.png

https://cdn.discordapp.com/attachments/339838693617565697/345358146870706178/unknown.png

AndrewTheel avatar Aug 11 '17 00:08 AndrewTheel

In commit https://github.com/DarklightGames/DarkestHour/commit/26d6d46d7c0ae6feb21515cf2384035086677566 I've added a really useful 'VehicleTranslucent' debug exec function, which awesomely turns the vehicle and vehicle weapons translucent (add "true" to revert back to normal skins). Allows you to very clearly see the locations of vehicle hit points using the VehicleHitPointDebug exec, which are otherwise usually hidden inside - using behind view this makes setting up or adjusting hit points very easy and accurate.

vehicletranslucent_debugexec

handsm avatar Oct 21 '17 17:10 handsm

And in commit https://github.com/DarklightGames/DarkestHour/commit/5cdcd668576d8d57c0b5c27dc4194c25843a53a1 I've added a 'SetHitPoint' debug exec that allows you to easily adjust the offset position and/or radius of any hit point, RO or DH type.

Also in the same commit I've added functionality to allow you to specify the turret's yaw bone (usually "turret") and then the hit point is based on that bone and will rotate with the turret. Allows properly functioning hit points for things like turret ammo ready racks and gun pivot mechanisms. Logged as issue https://github.com/DarklightGames/DarkestHour/issues/869

handsm avatar Oct 21 '17 17:10 handsm