Challange: To Vary Human Base Location
tommy14
Join Date: 2002-11-15 Member: 8839Members
<div class="IPBDescription">to give humans the Kharaa variety</div> <b>first of all, i am NOT 100% sure this will work, just throwing it out for consideration/testing.
goal:</b>
to give humans a choice of 2 bases, so the Kharaa don't exactly KNOW where humans will be - just like humans are not sure in which hive Kharaa will start out.
<b>the method i have thought of, that may or may not work:</b>
to put human initial spawns in a seperate "landing bay" room with a teleporter & switch. the switch targets can be flipped to target different multimangers using the changetarget entitys. the MMs make the teleporter target one of 2 different rooms with CCs in them. the MM lock down the other room with a func wall momentary so it cannot be used. then the marines teleport into CC area.
<b>notes:</b>
the resource #1 will have to be BUILT. so the humans will need to get extra resources for that.
there will have to be some way of not getting the scanner emergency recall to load into the landing bay.
<i>i thought about this because my bro asked if it could be done. i haven't gotten that far in NS mapping to test it, so i thought about just throwing it out as a kind of challange to the experts.
i know there will be naysayers who instantly say "impossible", but think about it - so many things in HL mod mapping have found work arounds that very few things are totally impossible, most are just difficult or clumbsy to do.</i>
goal:</b>
to give humans a choice of 2 bases, so the Kharaa don't exactly KNOW where humans will be - just like humans are not sure in which hive Kharaa will start out.
<b>the method i have thought of, that may or may not work:</b>
to put human initial spawns in a seperate "landing bay" room with a teleporter & switch. the switch targets can be flipped to target different multimangers using the changetarget entitys. the MMs make the teleporter target one of 2 different rooms with CCs in them. the MM lock down the other room with a func wall momentary so it cannot be used. then the marines teleport into CC area.
<b>notes:</b>
the resource #1 will have to be BUILT. so the humans will need to get extra resources for that.
there will have to be some way of not getting the scanner emergency recall to load into the landing bay.
<i>i thought about this because my bro asked if it could be done. i haven't gotten that far in NS mapping to test it, so i thought about just throwing it out as a kind of challange to the experts.
i know there will be naysayers who instantly say "impossible", but think about it - so many things in HL mod mapping have found work arounds that very few things are totally impossible, most are just difficult or clumbsy to do.</i>
Comments
You'd need a seperate teleporter for each player otherwise they would telefrag each other.
As for moving the CC have your tried a map with 2 starting CC's? You could use a trigger hurt to kill the 'spares' at the same time you teleport the marines to there starting spots.
it does work.
Start the marines in a room between their two potential spawns, with the node in there, and use the random target to turn on and off a couple of func_walls so that the marines get a random spawnroom.
Lets see if I can draw this out in ascii.
__________
__________/ res node \_________
<-- base 1 X X base 2 -->
__________X spawn X_________
\__________/
the Xs mark func_walls, one of which is on and one of which is off, as determined randomly by what I mentioned above.
I think it might work best if you also turned on and off the walls at the base end of the hallway so that it looks seamless at the non-used base rather than having a dead-end hallway.
Good idea? bad idea?
I just remembered you'd need to work with CCs too. You could either drop the CC in the spawn area or as was suggested above have two CCs with a trigger_hurt to remove one.
i hadn't thought about trigger hurts to "kill" the extra resource and CC.