New Map Problems
blue2k
Join Date: 2002-11-02 Member: 4025Members
<div class="IPBDescription">see above</div> ok if i make a ns map (no im not new to mapping, yes i am new to ns style entites) is there any way to run it in dev mode (yeah i know about -dev in the command line) i specifically want to test buildings and such, but i need someone on the other team before this happens. is there a command to fool the code into thinking theres players on the opposing side, so i can test commander mode and build things? ive tried all kinds of things but alas no luck so far, is there a workaround for this? even bots would work i suppose, except ive never heard of ns bots.
Comments
is there a way of "upping" the res collection speed? or even the amount of res per second? its pretty crap having to wait like 10 minutes for enough to build an infantry portal or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
also when i got bored checking the map out, i decided to try and win and i wiped out the hive and alien res collector, and it was like there was another hive (no end of round) so i checked the other two hives and they were not even built. is this a fearture of the dev process? or a map bug?
type "givepoints" in console and it will give you 10 rp
I found the topic where flayra explains all the cheat codes: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=7363' target='_blank'>Here</a>
couple more questions though if you can help with these.
now ive heard that ns maps use a hull file, is this to make the maps larger? (resizing the hull to a smaller size = make the map appear larger ingame type of thing?)
also what are the dimensions of the actual player models in ns? (this is so i can make the corridor sizes and general map conectivity good for all players) im assuming that a marine is the same as a hl player ergo, 72 units tall and 32 wide, and 36 while crouching. but what about the other aliens? i mean that onos is pretty big, so anyone know what dimensions these corridors and stuff have to be to allow these alien players access?
any help on this matter would be apprieciated.
couple more questions though if you can help with these.
now ive heard that ns maps use a hull file, is this to make the maps larger? (resizing the hull to a smaller size = make the map appear larger ingame type of thing?)
also what are the dimensions of the actual player models in ns? (this is so i can make the corridor sizes and general map conectivity good for all players) im assuming that a marine is the same as a hl player ergo, 72 units tall and 32 wide, and 36 while crouching. but what about the other aliens? i mean that onos is pretty big, so anyone know what dimensions these corridors and stuff have to be to allow these alien players access?
any help on this matter would be apprieciated.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The NS-specific hull file contains the normal HL hull, the crouching hull, and the onos hull:
<ul>
<li> The Onos uses the large onos hull (64*64*108)
<li> The marines, the fades and the crouching Onos use the HL hull (32*32*72)
<li> The small aliens and crouching marines/fades use the crouching hull (32*32*36)
</ul>
hope that helps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
or you could just use ns_playerresourcescalar 1000, which works for both teams <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->