QUOTE(Jammed @ Aug 25 2006, 08:56 AM)
I wouldn't need to know how high are objects according to the ground, and I wouldn't need any calculations of missile movement.
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well, height has to do with dodging enemy projectiles. apparently theres a strategy where you let the enemy fire when you're standing up and then you duck to dodge the projectile. also, sometimes enemies will try to gun you down through doorways from a higher up catwalk or ledge. height detection will determine whether the enemies firing angle will actually result in a hit or not.
i'm gonna be using an incredibly simple system for it anyhow. basically i'm gonna divide the elevation into several different catagories. i'll use a simply high, medium, low for this example.
enemy X and you Z are 10 tiles apart.
X fires his weapon Y from 'high'(by his head) and aims for 'medium'(essentially your chest).
now, because his projectile's path will occupy two regions, Y's travelling distance will be divided across two regions
note: the squares on tiles on which X and Z are on are also included in the equation. so they are acutally 10 + 2 tiles away from meach other.
12 / 2 = 6
therefore Y will spend 6 tiles in 'high' and the next 6 tiles in 'medium.'
lets persume Z laterally dodges the shot.
the projectile will continue on with its current formula(of sorts). after the original 12 tiles, Y will drop another region into 'low' for 6 more tiles. on the 19th tile, it has dropped another region and has hit 'ground' and will either disappate or explode(depending on the weapon).
now, lets assume Z doesn't not dodge.
Z is in the 12th tile and Y is in 'medium' when it reaches the 12th tile, so Z gets hit in 'medium'
what happens if Z jumped after X targeted medium?
well, nothing has changed ,Y still hits Z at 'medium,' except that 'medium' is no longer Z's chest, it is his feet.
the last scenario refers to damage zones which would allow for different damages, but that is actually not nexcessary for the system to work.
i know this system is extremely crude, but its effective and simple enough to be easy implemented into my map.
ADDITION:
i still need someone to do the Doom 3 Secrets Research for me. its very important. what i essentially require are lists of items in each room that aren't automatically given to you. also, this includes descriptions of PDAs dropped by humans(when killed).