NS2 SDK Question

NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
<div class="IPBDescription">Siege radius range</div>I wanted to know if there’s going to be any type of option that determines the “reach” of an entity or model in the SDK release for mappers. For example: when I select a <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> , a sphere or circle around it will show how far its bullets will get. This way I know distances when I’m mapping, making rooms, and will also help in finding the best place to locate that Siege.

This “reach” option could also be included in <img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" /> , Alien Offense Chambers, etc.

It would be the same method when selecting an Ambient Generic in Source and it shows the sound reach.

I’m attaching an image as reference.

<img src="http://img505.imageshack.us/img505/6481/nssiegeradiushx9.jpg" border="0" alt="IPB Image" />

Comments

  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    That would be really useful.

    I'm pretty sure though this is something the community can add though if it isn't included.
  • NS-SkorpioNNS-SkorpioN Join Date: 2006-10-31 Member: 58101Members
    Thx for the answer Cheesy, hope some developers confirm that.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I agree that would be very useful, including structures like the CC, Obs, Tfact, Armoury. Would just make MS design and Siege spot testing so much easier.

    It'd also be useful for comms to test out strats on decompiled Official maps.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    great idea <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    Doesn't the current seige work on a borked cyclinder firing range? (ie: 2d circle radius with no varible for Z dimension (vertical))
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1635532:date=Jun 24 2007, 08:11 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Jun 24 2007, 08:11 AM) [snapback]1635532[/snapback]</div><div class='quotemain'><!--quotec-->
    Doesn't the current seige work on a borked cyclinder firing range? (ie: 2d circle radius with no varible for Z dimension (vertical))
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yep, z-axis doesn't matter, which is a good thing cause otherwise it could be a pain to determine the siegerange from the commanders pov.
  • SplatMan_DKSplatMan_DK Join Date: 2006-12-04 Member: 58892Members, Constellation
    Sounds like you are describing a very common and widespread map development feature.

    For inspiration, take a look at the map builder for Never Winter Nights.

    brgds

    - Jesper
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    This would indeed be helpful, but the most helpful of all would be to actually make the siege range be spherical rather than, as mentioned, the current cylinder shape.

    Z height DOES matter. There is a vertical range, and the middle, high hive in Nexus is perfectly past that. Its pretty easy to map with sieges in mind when you do a few things:

    -make a big circle brush with a radius of the siege, and place it on the edges of the hive. This shows where sieges can reach from (roughly)

    -use Cordon Bounds to section off the potential siege loc and hive, and compile without VIS or RAD. Makes for 2 second compiles. You can run the map, hop in the CC (temporarily placed there), drop sieges, then spot the hive to see if they reach. You could test this and make modifications about 20 times in an hour once you know what you're doing. Thats how all the sieges in Nexus are exact <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    -be patient and test everything

    A spherical siege range would make the range a tad more difficult for a comm to check; though in NS2, maybe the range-viewer for the comm could be a spherical image (like the one shown), maybe even with the structures that can be hit lit up in red. Even with the current green flat circle method, it would be up to the mapper to choose height elevations and siege ranges.
Sign In or Register to comment.