Hive Testing
zombiehellmonkey
Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
<div class="IPBDescription">Faster way to test alien starts?</div>I want to test that all my hives connect to the resource nodes properly with the alien node system, but I hate going back and forth between Spark and the ns2 client all the time (editing pathing_settings).
I have six techs, is there anyway to start the game so that all techs have a hive?
There must be a faster more efficient way?
I have six techs, is there anyway to start the game so that all techs have a hive?
There must be a faster more efficient way?
Comments
EDIT: I just found out that apparently the game already has something like this, you type: "autobuild" and each new building gets placed in its built state. You can use this with "teamresources", which gives you 100 team resources and it should be easy enough.
That's right.
It's a real pain setting the alien start each time as well as adjusting the pathing settings in Spark then going back to the client.
Ideally it would be good to be able to have all the tech points start with a hive and adjust pathing settings at the same time, so then you know your pathing settings are ideal for all the hives.
Or as someone suggested in another thread - for the mapper to be able to place the alien start cyst path - which might be better in the long run as it will save a whole load of testing.
Also the pathfinding is fine, even when my harvester dies, I have a trail of cysts leading right to it. it just seems to die until the game is activated.
Well there is also the problem with the pustules taking the longest path it can find to the nearest res node.
then type
reset
till you've spawned where you need to be, the quickest way of testing locations.
Hint - typing reset only changes your teams location not the other teams. If the other team have spawned on the location you need to test swap teams the reset the level again and the swap back.