In unreal script hook the TakeDamage function of your target class object to a scoring routine. Have it pass along the hit location. Just be sure to make your target's center point/origin at the bullseye. In the code get the distance from the object's origin/position in worldspace to the hitpoint in worldspace. Feed the…
So how would one go about setting up hitzones on a target (like a bullseye for example) in UDK where you would designate a score based on exactly where you shot? I'm a newbie with UDK, but in other engines I've done this with setting up hit geometry, a seperate layer for each 'zone' of the target, and then a seperate…
Thanks for the reply. The concern we had with doing the cylindrical approach was how decals would look, but we'll give it a try and see how it works. The other approach would work, (and this is my fault for not mentioning it) but eventually we'd be using targets more like this:…
Just stack cylindrical or circular pieces of geometry on top of each other to create the zones. The other thing you could do is compare the hit location to the center of the bull's eye. If the bull's eye has a 128uu radius, then you hit the target if VSize(HitLocation - BullsEyeCenter) is less than 128uu.