Static comm view height

PastryTheftPastryTheft Join Date: 2006-12-28 Member: 59290Members
to make it a little easier for comms and make more smoother mapping/gameplay, the comms should have a static height from the ground, so if there is a low area of the map itll autozoom onto the height, and if you go to a highly elevated area, itll zoom out.

Comments

  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    If it was instantaneous we'd all have head aches from the buggy jitter of the widely varied elevations. I like the idea of a degree of zoom which can be use controlled but it needs to be a range and be fluid, polished, and gradual.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited June 2007
    it could easily be set with an entity brush in the map editor, with a nice slow zoom in/out transition. it already has to be set with an info entity anyway, you would just do it for each room instead, perhaps the info_location (which displays the name of the room above your health in the hud) could do this, as its already in each room.

    i think there is a fine point where the height of the view is enough to see a good portion of a room, but without causing performance issues - this would just regulate it for each room, providing the perfect view and perfomance ratio.
  • N_3N_3 \o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    static would mean it doesn't change...
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