Hive Testing

zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
edited January 2012 in Mapping
<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?

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    AFAIK there is no such way as of yet, you simply have to make due currently with setting each tech_point that is a potential alien start to the be only one of the map and restart your map. Maybe Onos_Ate_Me can fix us up something with this Radiance in the future :P
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited January 2012
    You can use Radiance, you type "nsr_build all" and everything gets built.

    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    Yeah but he wants to test the initial cyst placement, not something that can be tested all that efficient. And sadly not testable by placing hives while playing. You basically need to go back and forth between the editor currently and setup tech_points to be the only alien start and the load up the game once more to test it :(
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    <!--quoteo(post=1894404:date=Jan 14 2012, 11:34 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 14 2012, 11:34 AM) <a href="index.php?act=findpost&pid=1894404"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah but he wants to test the initial cyst placement, not something that can be tested all that efficient. And sadly not testable by placing hives while playing. You basically need to go back and forth between the editor currently and setup tech_points to be the only alien start and the load up the game once more to test it :(<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    I only have this issue in ready room. I have a RR start in my map for testing, but as soon as I turn on cheats and start the game, the harvester doesn't die, it only dies while I am in the ready room, or have joined a team but the game has not started as I have not turned cheats on. I thought there was a problem for each of my hives, because the harvesters would die as soon as I joined the map, but turning on cheats 1 starts the game and the harvester lives.

    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Yeah that is a common issue, once the game start your pustule path will usually find the nearest resnode. But there are cases where it has trouble even after/during round start...
  • zombiehellmonkeyzombiehellmonkey Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
    <!--quoteo(post=1894506:date=Jan 14 2012, 07:50 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 14 2012, 07:50 PM) <a href="index.php?act=findpost&pid=1894506"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah that is a common issue, once the game start your pustule path will usually find the nearest resnode. But there are cases where it has trouble even after/during round start...<!--QuoteEnd--></div><!--QuoteEEnd-->


    Well there is also the problem with the pustules taking the longest path it can find to the nearest res node.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2012
    I found starting the game with cheats 1
    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.
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