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Any word on hitbox registration out of cover? Battlefield 4 was notorious for this for a while.

TL;DRHit detection uses colliders tied to the character's bones rather than a cylinder, so shots hit exactly the exposed body parts, and leaving and returning to cover is meant to be consistent and predictable.

Gordon McLeanGameplay Programmer, FPS team

So I guess that's in terms of...

Jared HuckabyHost, Community Manager

You'd go into cover and then the hitbox would not adjust properly.

Gordon McLeanGameplay Programmer, FPS team

Yeah. So Star Citizen as a whole is different from Battlefield in that we don't have a cylinder collider. It's all bone colliders. The player himself, it's tied to his model. So if you're getting shot in the arm, you'll actually get hit in the arm. If you're getting shot in the leg, you'll actually get shot in the leg. It's not like a volume around it. So as you see the player, that's what they look like. If he's sticking out and there's a little hole for his arm, you can shoot through the hole in his arm if you're accurate enough. Or if he's sticking his head just a little bit out, you can just clip the side of it. So it's very accurate. And it's one of the big things about the cover system. It's something that Todd was quite insistent on: as you step out of cover, when you move out, you know exactly where you are, and when you come back in, you'll come into exactly the same place as when you left, so it feels natural and you've got that knowledge of exactly where you're going to be and exactly how much of yourself you're exposing. Without that, it wouldn't be usable. It would be too random.

Reverse the Verse›2.2 - UK·
Published on this date.5 Aug 2016
EpisodeFPS combatPhysics