Is Siege Range Calculated In Three Dimensions?

inquisinquis 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.

Comments

  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    It affects 3d too, I am currently making a dorky verticle map, its being tested on a server or 2, its pretty fun in a strange kind of way, and you cant seige the hives at the top from the marine spawn at the bottom.
  • inquisinquis Join Date: 2003-01-21 Member: 12558Members
    Whoops, one more question.

    Sentury turrets appear to only be able to pivot vertically +- 60 degrees or so. Do sieges have this same limitation?
  • PhishPhish Join Date: 2002-10-26 Member: 1628Members
    yepp, but im not sure what dimentions exactly <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Seiges do not have the same limitation, not from what I remember. If you place a tower 5 feet away from a seige directly over its head its STILL going to get hit.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    The commander view height can be altered in Worldcraft, with the map_info entity I think...
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    info_mapinfo to alter commander view height.
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    verticle map won't work.....
  • inquisinquis Join Date: 2003-01-21 Member: 12558Members
    <!--QuoteBegin--^Requiem^+Jan 21 2003, 09:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (^Requiem^ @ Jan 21 2003, 09:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->info_mapinfo to alter commander view height.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    <!--QuoteBegin--^Requiem^+Jan 21 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (^Requiem^ @ Jan 21 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It affects 3d too, I am currently making a dorky verticle map, its being tested on a server or 2, its pretty fun in a strange kind of way, and you cant seige the hives at the top from the marine spawn at the bottom.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    is the map ns_missilecommand_beta12?
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Its actually in beta13 now, Im working on a brand new serious map ns_genocide (I scrapped genesis after I made the first room because of engine limitations) but I still have time to update my other maps. Missilecommand has been getting some good play on c|E clan server, I play there whenever its up and its VERY fun to play. Expect 1.4 to be the release candidate, I'll post it on the net here and at nsworld, and c|E will be playing it tonite.
  • Pie_oh_pahPie_oh_pah Join Date: 2002-11-07 Member: 7584Members
    edited January 2003
    <!--QuoteBegin--Elite Guard+Jan 22 2003, 10:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Elite Guard @ Jan 22 2003, 10:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--^Requiem^+Jan 21 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (^Requiem^ @ Jan 21 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It affects 3d too, I am currently making a dorky verticle map, its being tested on a server or 2, its pretty fun in a strange kind of way, and you cant seige the hives at the top from the marine spawn at the bottom.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Missile command was originally a pointless romp where the hives were impossible to kill and all spawned at the beginning of the game, marines had to try to survive against wave after wave of skulks with xenocide falling at 500mph from the sky.

    Its turning into a fun minigame kind of NS map tho.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Siege range is computed in 2D, so the green siege radius overlaps targets it can hit.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Flayra I have a map currently in testing which has targets directly above seige cannons and they still can't hit them.


    The fact there is over 7000 units of Z axis between the seige cannon and the target MAY have something to do with it.
  • inquisinquis Join Date: 2003-01-21 Member: 12558Members
    edited January 2003
    <!--QuoteBegin--^Requiem^+Jan 22 2003, 03:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (^Requiem^ @ Jan 22 2003, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Flayra I have a map currently in testing which has targets directly above seige cannons and they still can't hit them.


    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?
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    i didint think seiges could shoot upwards? some gorge was building on that bridge above the resource point at viaduct hive on ns_nothing, we put seige underneath and didnt do 'oubt
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    edited January 2003
    While trying to secure refinery hive on ns_bast playing v1.03 a gorge began building up on a ledge. The comm was quick and went for siege. He placed it so that it was probably at a 5-10 degree angle to its intended targets. It didn't hit anything. So I asked the comm to build a new one farther out and it started firing right away while the original one just spun around like a retard siege cannon. Liek flayra said I'm pretty sure there is no limit on range inthe z direction but i think there is an angle limitation, i'll go sv_cheat it up and let you all know.

    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.
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