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Headshot "mechancis" question.


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#1
capn233

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"Is it true that there's a point on a man's head where if you shoot it, it will blow up"

Actually this comes from something I was thinking about when shooting Possessed Abominations.

In order to prevent them from blowing up with a headshot, it needs to explode their head, correct?  Seems like sometimes if you are using a low damage per shot weapon they play the alternate "wobbly legs" animation then explode.

More generally, if you are shooting other enemies, some weapons do the head explode animation nearly all the time, but some rarely will give you that.

Seems like it is a damage threshold number.  Especially considering something like Harrier may not do it by itself, then you use a damage boosting ability and it starts to on some units.

Anyone know what these damage values are, or is it some other factor?

#2
Guest_Aotearas_*

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Afaik it's an overkill check.

If the damage is sufficiently large that the enemy dies from a fraction of it, the head will asplode if headshot. That means if a weapon takes away 25% health per shot, and the target has around 25% health, it will kill, but not headsplat. If the target however has 1% health, you have 24% overkill and the head will asplode most of the time.


At least that is what it looks like from gameplay surveillance. No hard math to back it up.

#3
capn233

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Interesting, I didn't think about that.

#4
NuclearTech76

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IDK that enemy is weird as hell anyways. I've had a headshot medal pop up and teammate compliment on nice shot and they still blow to high hell.

#5
capn233

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NuclearTech76 wrote...

IDK that enemy is weird as hell anyways. I've had a headshot medal pop up and teammate compliment on nice shot and they still blow to high hell.

Yeah I am pretty sure you have to decapitate or explode their head to keep them from blowing up, which is why I was asking about this.  I don't recall any instance of blowing up their head with a headshot where they failed to explode, but if you get the standard headshot with their head intact, they will explode.

#6
Dunvi

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I will send you a PM with more detailed specifics (code references etc.) but the simple answer is that it's defined per DamageType. By default, the only weapons that can gib heads are shotguns, but the vast majority of weapons have further specialized SFXDamageType classes so you'll want to check individually. There's two relevant variables; bCanGibHead determines whether it's possible, and then if it is, HeadGibChance determines with what frequency it happens and is by default 0.5

#7
Guest_Element 0_*

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^ Yeah. Some weapons will never splat heads. Ever. :(

#8
banans_huligans

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Oh, this explains a lot! And here I was thinking that the headshot counting was bugged, especially when running with claymore/wraith.

#9
Dunvi

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cyonvi to the rescue :D

#10
Tonymac

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I feel like I learned something here

#11
Fortack

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Dunvi wrote...

I will send you a PM with more detailed specifics (code references etc.) but the simple answer is that it's defined per DamageType. By default, the only weapons that can gib heads are shotguns, but the vast majority of weapons have further specialized SFXDamageType classes so you'll want to check individually. There's two relevant variables; bCanGibHead determines whether it's possible, and then if it is, HeadGibChance determines with what frequency it happens and is by default 0.5


The problem with shotguns is that they fire multiple pellets and have spread. At point blank range this isn't a problem, but farther away things get tricky. AFAIK all (8) pellets make their own damage call which would mean that if one (or a couple) pellets hit the target's chest instead of the head it becomes a lottery. When the game decides that the pellet hitting the chest is the one that dealt the killing blow you won't get the headshot.

#12
Deerber

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Fortack wrote...

Dunvi wrote...

I will send you a PM with more detailed specifics (code references etc.) but the simple answer is that it's defined per DamageType. By default, the only weapons that can gib heads are shotguns, but the vast majority of weapons have further specialized SFXDamageType classes so you'll want to check individually. There's two relevant variables; bCanGibHead determines whether it's possible, and then if it is, HeadGibChance determines with what frequency it happens and is by default 0.5


The problem with shotguns is that they fire multiple pellets and have spread. At point blank range this isn't a problem, but farther away things get tricky. AFAIK all (8) pellets make their own damage call which would mean that if one (or a couple) pellets hit the target's chest instead of the head it becomes a lottery. When the game decides that the pellet hitting the chest is the one that dealt the killing blow you won't get the headshot.


Try aiming slightly above the head if you really wanna get that headshot and your shot is an overkill. How much above depends on the accuracy of the shotgun Claymore and the distance from the target.

#13
Guest_Element 0_*

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The patterns are also very important. Claymore has an X pattern and it marks the spot better than oval for example.

#14
capn233

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Head gib chance:

Argus: 0.3
Avenger: 0
Phaeston: 0
CAR: 0
GPR: 0
Mattock: 0.3
Revenant: 0
Saber: 0.7
Valkyrie: 0.7
Vindicator: 0.2
Carnifex: 1.0
Eagle: 0
Paladin: 1.0
Phalanx: 0.05
Predator: 0
Talon: 0.8
Arc Pistol: 0.6
Claymore: 1.0
Crusader: 1.0
Disciple: 0.5
Eviscerator: 0.8
Graal: 0.8
Katana: 0.8
Raider: 1.0
Scimitar: 0.6*
Wraith: 0.8
Hornet: 0
Hurricane: 0
Locust: 0
Black Widow: 1
Incisor: 1.0**
Indra: 1.0**
Javelin: 1.0
Mantis: 1.0
Raptor: 1.0**
Valiant: 0.4**
Viper: 0.4**
Widow: 1.0

*For some reason many of these load multiple damage types, and if I have it straight the Scimitar has a 0.6 chance.
** Likewise the Incisor, Indra, and Raptor have the Incisor type modify the base sniper type.  The base sniper seems to be 1.0, and the Incisor damage type does not change the value to anything else as far as I can tell.  Valiant and Viper have AntMatRifle addition which changes it to 0.4 (and is a bad name for a variable since neither of them are antimateriel rifles).

Modifié par capn233, 04 septembre 2013 - 05:44 .


#15
Slarian715

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Nice and interesting list!!
Thanks.

Is that from Dunvi's list/PM "with more detailed specifics"?

#16
NuclearTech76

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Wraith?

#17
capn233

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That was from me looking at it after she told me where to look.

NuclearTech76 wrote...

Wraith?

0.8

Modifié par capn233, 04 septembre 2013 - 05:44 .


#18
Slarian715

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Cool.

#19
Deerber

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Another reason why the Claymore is superior to the Wraith. Nice!

#20
RoZh2400

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lol "GibHead". I love that variable name.

#21
Dunvi

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Slarian715 wrote...

Nice and interesting list!!
Thanks.

Is that from Dunvi's list/PM "with more detailed specifics"?


nah, told him where to find it. i wanted to go to sleep, **** that :P

correct on all of those - sorry about the incorrect info re: base sniper damage type, there's two of them and i was looking at the "gib" damage type the really heavy snipers use, which doesn't actually set the head gib chance lol.

 a couple of others:

Geth SMG: 0.0 (uses the GPR's damage type)
Kishock: 1.0
Harrier: 0.3 (reuses Mattock)
PPR: 0.0
Reegar: 0.0
Typhoon: 0.0
Pirahna: 0.8
CSMG: 0.0
CSR: 0.0
Lancer: 0.0
Spitfire: 0.0
Executioner: 1.0
Suppressor: 0.0
BPP: 0.0 for both round types.

#22
BridgeBurner

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Dunvi wrote...

Typhoon: 0.0




brb, linneyah, modding typhoon to make enemy heads explode...

#23
Nova-IN

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@abomimander send me the modded files alright?

#24
Deerber

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Annomander wrote...

Dunvi wrote...

Typhoon: 0.0




brb, linneyah, modding typhoon to make enemy heads explode...


DO want :o

#25
Slarian715

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capn233 wrote...

That was from me looking at it after she told me where to look.


Dunvi wrote...

nah, told him where to find it. i wanted to go to sleep, **** that :P


lol
Anyway thx to you both:wizard: