Where Are The Dimensions Of The Classes In Ns?

the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
<div class="IPBDescription">I give up searching... -_-</div> After 20 min of using google and the forum search I give up. Where is this useful information?! (should be webbed in the mapping forum)

classes:

player (ready room) <-- I assume 32x32x72 wcu?
commander
soldier (LA marine) <-- I assume 32x32x72 wcu?
heavy (HA marine)
skulk
gorge
lerk
fade <-- I assume 32x32x72 wcu?
onos

Then what are the dimensions of the marine and aliens structures.

And then revise the following for any class with changes:

<b>Ground Obstacle Height</b>
This is the maximum height, in units, an object can be while still allowing the player to walk over it.

crouched: 18
standing: 18

<b>Overhead Obstacle Height</b>
This is the minimum distance, in units, that can be between the ground and an object while still allowing the player to pass underneath.

crouched: 37
standing: 73

<b>Minimum Path Width</b>
This is the minimum width, in units, that can be between two objects while still allowing the player to pass between them.

width: 33

<b>Jump Height</b>
This is the maximum height, in units, an object can be while still allowing the player to jump on top of it.

crouched: 44
walking: 44
running crouch-jump: 62

<b>Jump Span</b>
This is the maximum distance, in units, that can be between two objects of the same heigh, while still allowing the player to jump from one object to the other.

crouched: 99
walking: 109
running: 239
running crouch-jump: 259


AND THIS TIME STICKY THIS IN MAPPING FORUM PLEASE!

thank you

<b><span style='color:red'>x5</span></b>

Comments

  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited September 2004
    Hull boxes are marine (gordon size) for marine, fade, crouching onos. Crouching marine (crouching gordon size) for skulk, gorge, lork, crouching marine, crouching fade. Large hull (96?) for standing onos. Hulls and hitboxes are not the same. Aliens will collide with the architecture as listed, but ANY part of the alien's body can be shot since we fixed the hitboxes. Make sure you take that into account. As aliens and marines move at diffrent rates of speed and have diffrent jump heights, having a log of this data is not highly usable. All of your data seems to be pulled from marines, and does not take into account that while other aliens have similar dimensions to marines, they move and jump at diffrent heights.

    Bottom line - don't put any jumping/crouching/movement puzzles into your map. Skulks, lerks, and fades will be able to easly evade them putting marines at a disadvantage. The primary exception are vents, which should generally be made crouching marine size, allowing skulks tactical oppertunity in addition to fast transit for jetpack marines. As would be expected, vanilla marines are at a disadvantage. Fades are not - they can blink.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    I wasn't doing map puzzles (although that gives me an idea); this is general everyone-needs-to-know knowledge.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    Also:

    <a href='http://www.natural-selection.org/Mapping_Guidelines.html' target='_blank'>http://www.natural-selection.org/Mapping_Guidelines.html</a>
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    In your NS directory a file called "nshulls.txt" should exist. That contains the 3 different hulls. Also I think the obstruction size(defined by sv_stepsize) is by default 16, not 18.
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