Sige range ?

Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
what smalest units in VHE are siege range ?

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2007
    Well I honestly don't have a clue if siege ranges changed, but what I do is create a simple box map and put in a TF+siege cannons. I then select it to see the siege range and take note on that on how large the radius is. From there I create a cylinder in Hammer to use as a siege range indicator...

    I think it was 1024 grids, but this is guesswork...
  • Skyforger2Skyforger2 Join Date: 2007-10-19 Member: 62681Members
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Find 'balance.txt' in you /ns/ directory. It has all the information you'll ever need. In a case like this, search (ctrl-f) for 'siege' and cycle through them til you find the right one.

    Sieges have a range of 1100. Turret factories have a range of 400 (to place the siege turrets).

    I as well made a brush to denote both of these. Remember though that the circle has a RADIUS of 1100, so the circle's diameter (from one side all the way across to the other) is 2200.

    You speak of making a cylinder; I honestly dont know if there is a way to make a primitive cylinder, as all i use are blocks, and then i cut them to what I want. (In modelling, of course i use the cylinder primitives - but mapping, everything aside from Blocks goes off the grid). So i just made a 2200x2200 square (top view), as well as a 800x800 square, and cut them with 30, 45 and 60 degree slopes (2:1, 1:1 - the cleanest off-grid angles you can make), until i had relative circles.

    Add them into a visgroup called 'siege ranges', and tada! You can see exactly where you sieges reach.

    I usually pre-plan where each hive can be sieged from, and put the Siege Range brush so that the tip of it is where i want the farthest siege area to be. From there, I know where i can place the hive to it has a perfect siege. You can clone your Siege Range brushes so that you can have the two Siege locations for a hive covered, which will combine to show you exactly where to place your hive.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2007
    What do ya mean Stix with: You don't know if you can make a cylinder using primitives? It is right there in the pull down menu on the right in the default interface.

    -----
    Catogories:
    Primitives

    Objects:
    Cylinder
    -----

    If you select it you can tell it how many faces you want it to have. Now I'm sure you know about this "feature", however I'm not following you on how you manage to get the vertexes to go off the grid when create a cylinder like this. Also why would it matter if they you did manage to get them to go off the grid in this case, we're just using them as an indicator so they won't be in the map release.
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    I despise off-grid like nothing else. I used to cuz brushes however i felt like it, but I've had so many woes with minuscule errors that multiply my clips or whatever, even though they dont show up in the built-in hammer Check For Errors. Now i just cut my brushes with even angles.

    Frankly I've never used anything but square brushes. I think I saw those other primitives, and prefabs, but I found all of them rather useless. I could make any of those objects using square brushes, and probably more quickly at that, with use of the vertex tool. Plus I have complete control, and know all the points are on the grid.

    Just how I map though <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    And i'm pretty sure that just about any cylinder would go off the grid. Unless its like a 24x24 cylinder with 8 faces, etc. What i mean, is that it would take more work to make sure its vertices are aligned, rather than just doing it manually from the getgo. Modelling of course is completely different in this respect.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1660360:date=Nov 12 2007, 09:43 PM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Nov 12 2007, 09:43 PM) <a href="index.php?act=findpost&pid=1660360"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Modelling of course is completely different in this respect.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hammer is crazy compared to modeling <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    Heh, i dunno. Mapping you really gotta watch the grid, because (a) leaks, and (b) off-grid can really mess up the compiles. Modelling doesnt need the grid whatsoever, except perhaps at the very beginning so that you can build a playersize reference. After that, you CAN stick to the grid, but there's not really any need; you can go bat s*** crazy, as long as the engine you're using the model for can handle the polycount.

    I find modelling is 'crazy' for detail, while mapping is 'crazy' because its what lets you build worlds <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
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