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CoolStory has contributed to 3 posts out of 465278 total posts
(0.00%) in 4,669 days (0.00 posts per day).
20 Most recent posts:
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
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
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?
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