<div class="IPBDescription">Or is this frowned upon?</div> Somebody had the idea of players being able to see into the readyroom. Its an interesting idea, just a broken door or some windows or something that look into the readyroom.
Wow, good idea. That would be cool and humorous. You mean like an undestructable window or something in the map where you can see the readyroom peeps!? That would be cool
yeah i had this idea of making the ready room over looking a room or two with these long viewing windows..but i wasnt sure if it was *cool* too or not..i think it would be fun to hop into a server and be able to see the peeps running around below you from a viewing window.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
It's certainly an interesting idea, I'll give you that. Logistically, there are things you'll have to take into account, like making sure buildings can't be placed in the readyroom, that the 2 sides can't mix in any way...
Then again, it would probably seem a bit out of place if people in the map could see the readyroom. I dunno.
i think all you would have to do is make it so the commander cant see into it..do that and your golden <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
right... as long as the readyroom is placed outside of the coordinates set in info_mapinfo for where the commander can see, its a good idea! Another option might be to make it visible to the comm, but to put a func_nobuild entity in the room... that would mean, however, he'd still be able to drop health and ammo in the readyroom, i think...
MouseThe Lighter Side of PessimismJoin Date: 2002-03-02Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
all you would have to do is make the readyroom above the commander, and have a 'skylight' going from the floor of the ready room to a ceiling in the map somewhere. the only problem would be r_speeds because you would be able to see from the readyroom to the map which would be a long way. So the ready room and the room it saw into would have to be very low poly.
That's another way of doing it, sure... but you can set the Minimum and Maximum map X and Y coords for the commander, using the info_mapinfo entity as I said, so the readyroom could just be off to the side, not necessarily above the whole map (it could also be below, as the floor above would block the commander's view!)
KungFuSquirrelBasher of MuttonsJoin Date: 2002-01-26Member: 103Members, NS1 Playtester, Contributor
I'd thought about doing this in Eclipse... having the marine spawn in docking control, and then having the ready room in the docking bay itself, but decided against it.
Couldn't you just put a func_nobuild ent in the readyroom, then put a func_wall immediately underneath the room's ceiling, so the commander couldn't see in? Just texture the top of it black. Seems like the simplest solution <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
/me grumbles about sombody hi-jacking my idea <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> The only reason I would be apphrehensive is that the comm could build in it, and that might make things alittle strange for people in the rr. As for limiting his view, that would mean that the room you could be in, that has the window through to rr would never be quite in the comm's focus.
Don't plan on putting the RR beneath the level. The commander would be lagged a lot without any reason, even if the level or a func_wall blocked his vision. Off the side, or above the commander seems the most workable solutiong.
You could use a func_seethrough set up so that it covered the windows that the readyroom peeps look out of, so that you could look out of the ready-room but not in. (make them blocking for players and commanders and hopefully they are not blocking for readyroom peeps). To solve the sound problem - perhaps the game could be changed so readyroom peeps can't make sounds players can hear (incl yells etc). Maybe make readyroom movement silent. You could set up teleporters or something allowing the readyroom peeps to look at the action from different places - almost like an alternative spectator mode. You might even make it part of your map - an alien containment facility used for training marines. Managed to get a sample of alien tissue back to base and now have infested a containment facility. The aliens are contianed, for now...
sorry to ruin it, But it seems you can't see anything when your in ready room (anything built or anything) I tried going into my level with no clip from my ready room then i turned it off and tried to walk around, I could run into the buildings and hear them but i Couldn't see them at all... Not even the resource Node showed up!
DY357LXPlaying since day 1. Still can't Comm.EnglandJoin Date: 2002-10-27Member: 1651Members, Constellation
/me waves to his friends in the Ready Room as they jump around like loonys <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
is it just buildings, bitmap, or players and stuff too? not seeing buildings is ok, but its a real bummer if you cant see anything. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
A good way to include this would be to make it a very hard to find secret. Or make it where that there in a escape pod room or something so it at least sorta fits in with the map.
I've often played with having an escape pod... but of course it would just keep traveling with no way of the player getting back, so perhaps an external shuttle instead.
Comments
Then again, it would probably seem a bit out of place if people in the map could see the readyroom. I dunno.
The only reason I would be apphrehensive is that the comm could build in it, and that might make things alittle strange for people in the rr. As for limiting his view, that would mean that the room you could be in, that has the window through to rr would never be quite in the comm's focus.
Off the side, or above the commander seems the most workable solutiong.
To solve the sound problem - perhaps the game could be changed so readyroom peeps can't make sounds players can hear (incl yells etc). Maybe make readyroom movement silent.
You could set up teleporters or something allowing the readyroom peeps to look at the action from different places - almost like an alternative spectator mode. You might even make it part of your map - an alien containment facility used for training marines. Managed to get a sample of alien tissue back to base and now have infested a containment facility. The aliens are contianed, for now...
-Tom <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->