So far, weak spot (critical hit nodes) need to be defined in dimensions for all NPC types individually, because model nodes do not have bounding boxes (exceptions are dedicated head visuals of humanoids).
However, I found a way to retrieve not only a bounding box but even an oriented bounding box from the node name. This is a huge improvement and cuts away so much necessary work on the side of customization.
Now, this needs to be fully implemented in the critical hit detection:
Retrieve oriented bounding box by dynamically defined node name
Retrieve projectile trajectory (already done)
Trace a ray along the predicted projectile trajectory and check for intersection with the OBB.
So far, weak spot (critical hit nodes) need to be defined in dimensions for all NPC types individually, because model nodes do not have bounding boxes (exceptions are dedicated head visuals of humanoids).
However, I found a way to retrieve not only a bounding box but even an oriented bounding box from the node name. This is a huge improvement and cuts away so much necessary work on the side of customization.
Now, this needs to be fully implemented in the critical hit detection: