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Thread View: alt.games.quake3
4 messages
4 total messages Started by Paul Schmidinger Fri, 06 Oct 2006 08:42
small vs. big Player-Models
#286716
Author: Paul Schmidinger
Date: Fri, 06 Oct 2006 08:42
17 lines
1546 bytes
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
#286717
Author: Tydr Schnubbis
Date: Fri, 06 Oct 2006 10:20
24 lines
1992 bytes
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
#286718
Author: Paul Schmidinger
Date: Fri, 06 Oct 2006 11:46
16 lines
1696 bytes
> 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
#286719
Author: FD
Date: Tue, 10 Oct 2006 21:31
25 lines
2008 bytes
"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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