Is Siege Range Calculated In Three Dimensions?
inquis
Join Date: 2003-01-21 Member: 12558Members
<div class="IPBDescription">Indea for a map I want to make...</div> Greetings, all.
I am totally new to mapping in general and NS mapping specifically, but I have some decent ideas.
One of them requires the answering of the questions in the topic. IMHO, there aren't enough maps that come with NS that have truly vertical play. If siege ranges are calculated in true 3d, a hive could be close to the cannon in 2d but yet be far enough away in 3d to be unhittable.
If this is the case, I'll post a sketch of the map when I can make it decent.
Another question: is the commander's view a set height, or can the mapmaker specify different commander viewheights for different parts of the map? I notice the elevation changes in ns_hera, and the changes in this map I'm planning will be greater.
I am totally new to mapping in general and NS mapping specifically, but I have some decent ideas.
One of them requires the answering of the questions in the topic. IMHO, there aren't enough maps that come with NS that have truly vertical play. If siege ranges are calculated in true 3d, a hive could be close to the cannon in 2d but yet be far enough away in 3d to be unhittable.
If this is the case, I'll post a sketch of the map when I can make it decent.
Another question: is the commander's view a set height, or can the mapmaker specify different commander viewheights for different parts of the map? I notice the elevation changes in ns_hera, and the changes in this map I'm planning will be greater.
Comments
Sentury turrets appear to only be able to pivot vertically +- 60 degrees or so. Do sieges have this same limitation?
A clarification: what I meant to ask was whether comander view height can be one value for one part of the map and another value for a different part., though by the looks of that variable, it can't.
Also, the map isn't vertical in the sense that rooms in the map are on top of one another; imagine a circle split up into three parts with lines coming from the center to the edge with 120 degree angles between them. The comm chair is in the middle of the map and the hives are along the edge of the circle, 120 degrees between them.
is the map ns_missilecommand_beta12?
is the map ns_missilecommand_beta12?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Heh heh... Every time I joined that map as skulk I spend the first few spawns falling for a bit into a wall of turrets. Somehow I eventually get to a wall to climb back up after a few tries. I'm not sure it was meant that way, maybe the spawns are just random. Or, maybe that's where the name comes from; the skulks are the incoming warheads that the marines must shoot out of the sky. Probably not...
Don't know if that's the one <b>^Requiem^</b> made, though. But it is the only map I have played that would fit his description. It's a silly little map.
--Edit--
Guess I was just too slow. As he says right above me there, misslecommand is indeed his map.
...Just in case someone reads this and gets confused.
Its turning into a fun minigame kind of NS map tho.
The fact there is over 7000 units of Z axis between the seige cannon and the target MAY have something to do with it.
The fact there is over 7000 units of Z axis between the seige cannon and the target MAY have something to do with it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Perhaps it has to do with elevation? If there were only 1000 units of distance there, would it still not hit? Flay?
edit: just tested it, siege cannon cannot shoot striaght up. I'm not sure of the figure but a siege cannon definately has an ANGLE limit.