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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »[REQ]Visible Hitboxes?

Author Topic: [REQ]Visible Hitboxes? (6 messages, Page 1 of 1)
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CoolStory
Joined: Apr 9, 2010


Posted: Apr 9, 2010 10:18 PM    Msg. 1 of 6       
Can hitboxes be made visible on Halo PC/CE?

I got the idea from watching a Team Fortress 2 video showing hitboxes (which were unconnected to the enemies/bipeds due to lag, just like Halo PC/CE. However, TF2 has "cl_lagcompensation 1")

http://www.youtube.com/watch?v=s4RXsDj8bkY

If 3rd Person Apps and Sightjackers (and unfortunately Aimbots) can be made, could visible hitboxes be possible?

Or do the "actual" hitboxes (the place you have to lead your shots on your target) not exist at all and are the consequences of inferior netcode?


Marka Haiyana
Joined: Mar 24, 2009

w0rt


Posted: Apr 9, 2010 10:20 PM    Msg. 2 of 6       
I don't think there's a console command to view collision geometry, anybody correct me if I'm retarded


Codebrain
Joined: Sep 29, 2007

/meme


Posted: Apr 9, 2010 10:24 PM    Msg. 3 of 6       
Most hacks that I have seen (From BF2142 to any other game really) use some sort of dll-injection that paints over the render with a solid color (blue, red) which is used for looking through walls, and actual targets the aimbot can hit.

I am not sure if Halo 1 can do the same, but if so what you are saying can be accomplished by that technique.


CoolStory
Joined: Apr 9, 2010


Posted: Apr 9, 2010 10:26 PM    Msg. 4 of 6       
I don't think there is...that "cl_lagcompensation 1" is for TF2 (A Source Engine Game by Valve)

I was thinking that if 3rd Person and Sightjacker work by changing values/numbers (like all applications XD), if hitboxes could be made visible.

Of course, it'd be useless if the hitboxes were only shown on the visible biped/enemy because of the need to lead your shots on Halo PC/CE; aiming at hitboxes shown ON a biped or enemy would be useless.

EDIT: @Mr Burns Avatar Guy

God no, I'm not talking about a wallhacks or chams (seeing an enemy past the wall)!
Edited by CoolStory on Apr 9, 2010 at 10:28 PM


Codebrain
Joined: Sep 29, 2007

/meme


Posted: Apr 9, 2010 10:29 PM    Msg. 5 of 6       
Quote: --- Original message by: CoolStory
EDIT: @Mr Burns Avatar Guy

God no, I'm not talking about a wallhacks or chams (seeing an enemy past the wall)!


I know that, the method thats used for painting over players with a solid color can be used to identify the collision model boundry's. If someone were to make it, they would only have it paint when the player actually enter other player's field of view.

Edit: Take this photo as an example of what I mean:



While I am not talking about actually seeing a person through walls, and although the models are only showing wireframe, that can be considered the collision model, at least I do.
Edited by Codebrain on Apr 9, 2010 at 10:32 PM


CoolStory
Joined: Apr 9, 2010


Posted: Apr 9, 2010 10:30 PM    Msg. 6 of 6       
Could it be done?

And what tools would be needed to do so?

EDIT: Ah, CounterStrike, a prime example XD

But are those the hitboxes? Or just the rendered model (like how Halo's "hitboxes" are not always connected to the rendered Spartan due to lag and netcode)?
Edited by CoolStory on Apr 9, 2010 at 10:35 PM

 

 
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