Thread View: alt.games.quake3
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4 total messages
Started by Paul Schmidinger
Fri, 06 Oct 2006 08:42
small vs. big Player-Models
Author: Paul Schmidinger
Date: Fri, 06 Oct 2006 08:42
Date: Fri, 06 Oct 2006 08:42
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Hello, maybe the questions seems stupid to the more experienced players, but here it is: Concerning die "hit-detection" of quake, it would seem logical that big models (as Tank Junior) can be hit more easily than smaller models (as the orb). Is that correct? And if yes, does the engine do anything to compensate this (dis)advantage? (My guess is "yes" and then "no", due to my experiences with a tiny penguin-model as a bot) I'm just curious, I do not intend to to choose the models depending on the answer to maximize my "advantages". Kind regards, Paul -- www.eigelb.at
Re: small vs. big Player-Models
Author: Tydr Schnubbis
Date: Fri, 06 Oct 2006 10:20
Date: Fri, 06 Oct 2006 10:20
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Paul Schmidinger wrote: > Hello, > > maybe the questions seems stupid to the more experienced players, but here > it is: > > Concerning die "hit-detection" of quake, it would seem logical that big > models (as Tank Junior) can be hit more easily than smaller models (as the > orb). Is that correct? And if yes, does the engine do anything to compensate > this (dis)advantage? (My guess is "yes" and then "no", due to my experiences > with a tiny penguin-model as a bot) Hit detection doesn't depend on the model. There's an invisible box around the actual model that is used for hit detection, and this box is the same size no matter which model you use. A good explaination is here: http://ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM Of course, using models/skins that are harder to see, might be an advantage. But I don't think most servers allow custom models or skins anyway. And you can force your opponents to appear with a model/skin of your choice if that makes then easier to hit for you. Use cg_forceModel to do this.
Re: small vs. big Player-Models
Author: Paul Schmidinger
Date: Fri, 06 Oct 2006 11:46
Date: Fri, 06 Oct 2006 11:46
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> Hit detection doesn't depend on the model. There's an invisible box around > the actual model that is used for hit detection, and this box is the same > size no matter which model you use. > > A good explaination is here: > http://ra.is/unlagged/faq.html#IJRAMBIHOIJRAHBIM > > Of course, using models/skins that are harder to see, might be an > advantage. But I don't think most servers allow custom models or skins > anyway. And you can force your opponents to appear with a model/skin of > your choice if that makes then easier to hit for you. Use cg_forceModel > to do this. Thanks, good to know! Paul
Re: small vs. big Player-Models
Author: FD
Date: Tue, 10 Oct 2006 21:31
Date: Tue, 10 Oct 2006 21:31
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"Paul Schmidinger" <email.on.website.nospam@eigelb.at> wrote in message news:6d5a4$452616d8$c2d0233c$30742@nf5.news-service.com... > Hello, > > maybe the questions seems stupid to the more experienced players, but here > it is: > > Concerning die "hit-detection" of quake, it would seem logical that big > models (as Tank Junior) can be hit more easily than smaller models (as the > orb). Is that correct? And if yes, does the engine do anything to > compensate this (dis)advantage? (My guess is "yes" and then "no", due to > my experiences with a tiny penguin-model as a bot) > > I'm just curious, I do not intend to to choose the models depending on the > answer to maximize my "advantages". > > Kind regards, > Paul > -- www.eigelb.at Tydr is right, the hit box is the same size. Keep in mind, Tank Jr. is slightly larger than the hit box though. Rob
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