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hitrig issues
posted in Q/A Help
1
#1
0 Frags +

a friend of mine needs help with hit registration
on numerous hitscan classes, he's been noticing sniper/scattergun shots not registering properly.
he used sv_showlagcompensation 1 on tr_walkway and discovered that the shots are leaving a hitbox, but aren't taking damage if bots are moving laterally. he says headshots still land when bots are moving directly at him
he uses chris config w/ good connection settings
and he told me this happens in localhost and with other players

i've run out of potential solutions bc i don't know a whole lot about tf2 netcode, but i wanna help the best i can

a friend of mine needs help with hit registration
on numerous hitscan classes, he's been noticing sniper/scattergun shots not registering properly.
he used sv_showlagcompensation 1 on tr_walkway and discovered that the shots are leaving a hitbox, but aren't taking damage if bots are moving laterally. he says headshots still land when bots are moving directly at him
he uses chris config w/ good connection settings
and he told me this happens in localhost and with other players

i've run out of potential solutions bc i don't know a whole lot about tf2 netcode, but i wanna help the best i can
2
#2
0 Frags +

goddammit i misspelled the thread name, mods pls fix

goddammit i misspelled the thread name, mods pls fix
3
#3
4 Frags +

That's just how tr_walkway works, the hitboxes for the bots are fucked. The bots aren't actually moving, they are being moved by the map itself, making their hitboxes weird.

Also I'd say just put cl_interp to 0 and then put cl_interp ratio to 1.0 and increase it until the issues go away if the issue is online too.

That's just how tr_walkway works, the hitboxes for the bots are fucked. The bots aren't actually moving, they are being moved by the map itself, making their hitboxes weird.

Also I'd say just put cl_interp to 0 and then put cl_interp ratio to 1.0 and increase it until the issues go away if the issue is online too.
4
#4
2 Frags +
_KermitThat's just how tr_walkway works

Kermit’s right. Tell your friend to try testing his aim on tr_rocketshooting. The bots will only move on one axis but the movement’s all you need.

GL

[quote=_Kermit]That's just how tr_walkway works[/quote]

Kermit’s right. Tell your friend to try testing his aim on tr_rocketshooting. The bots will only move on one axis but the movement’s all you need.

GL
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