The Falliing Tf

fLoPpYfLoPpY Join Date: 2002-12-03 Member: 10427Members
<div class="IPBDescription">yeah, just look...</div> i know this has been posted before, but have u ever wondered where ur TF goes when it slips thru the floor?? or any other marine structure for that matter?
well i was comming bast and for sum reason i was able to see where the Tf went when i dropped one in the observation room near the ref. hive.... it just keeps falling and falling and falling, etc. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
i was clicking around on the screen rtying to find it then saw the green circle.
just thought i'd enlighten u ppl <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Comments

  • heathenSlayerheathenSlayer Join Date: 2002-11-03 Member: 6088Members
    In some vents you can go gorge and drop your d/m/s chambers through the floor so that the enemy can never kill them and you always have full upgrades <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    Eventually there should probably be some code added that detects, destroys, (,and preferably reclaims some of the resources for) structures which have fallen through the world.
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    Why not reclaim all the resources?

    I think a good method for implementing this would be some kind of undo command for gorges and comms.
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    Wow thats quite a weird one.
    Wonder if it happens anywhere else
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    god only knows why you were *randomly clicking* <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • XaniethXanieth Join Date: 2002-11-06 Member: 7280Members
    "Tonight on FOX: When Commanders Slack Off!"
  • LinkLink Join Date: 2002-10-16 Member: 1510Members
    Thanks alot. With that post and the "Jacked up and good to go!" sig I now have images of sticky comm screens.

    (Figure it out yourself)
  • RastaRasta Join Date: 2003-01-23 Member: 12617Members
    Are you able to recycle that falling TF?

    I wonder if you could build a working Sinking Siege. That would make the marines unstoppable.

    Cheap, but unstoppable.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    Except for the fact that it'd be out of range of anything, if the bottom of the map was far enough away...

    Hm... maybe putting some sort of entity far enough below the map that it's not a problem, but that hurts buildings that touch it?
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    <!--QuoteBegin--Shrike30+Jan 23 2003, 07:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shrike30 @ Jan 23 2003, 07:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Except for the fact that it'd be out of range of anything, if the bottom of the map was far enough away...

    Hm... maybe putting some sort of entity far enough below the map that it's not a problem, but that hurts buildings that touch it?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Siege range is calculated in 2d... so i think the vertical distance doesnt matter.
  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    <!--QuoteBegin--Tabris+Jan 24 2003, 06:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tabris @ Jan 24 2003, 06:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Shrike30+Jan 23 2003, 07:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shrike30 @ Jan 23 2003, 07:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Except for the fact that it'd be out of range of anything, if the bottom of the map was far enough away...

    Hm... maybe putting some sort of entity far enough below the map that it's not a problem, but that hurts buildings that touch it?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Siege range is calculated in 2d... so i think the vertical distance doesnt matter.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually there is a height restriction on the siege.

    If you place a siege cannon down the bottom of Viaduct on NS_Nothing it will not reach any kharaa structure on the walkway above.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    Is that a "height" restriction or an "elevation" restriction? I've been called a lamer for putting things up there, despite the fact it says IN THE MANUAL that turrets won't track up more than 30 degrees...
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Shrike30+Jan 23 2003, 03:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shrike30 @ Jan 23 2003, 03:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hm... maybe putting some sort of entity far enough below the map that it's not a problem, but that hurts buildings that touch it?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    See, that was my idea (in the PT forum when this was mentioned) - a nice big PAINFUL trigger_hurt below the entire level. (:
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    why are the areas of effect calculated as cylindrical rather than spherical?
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    Because it is a lot easier that way.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Stoneburg+Jan 23 2003, 11:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stoneburg @ Jan 23 2003, 11:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Because it is a lot easier that way.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Actually, I would argue that it's because the HL engine is a nub. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Teufel_EldritchTeufel_Eldritch Join Date: 2002-01-28 Member: 124Members
    What makes things fall thru the floor in the first place? Sometimes falling things can be helpful, particulary for the Khaara, but most of the time they arent. I find it more wasteful and annoying than I find it helpful.
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    edited January 2003
    <!--QuoteBegin--Teufel Eldritch+Jan 23 2003, 11:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Teufel Eldritch @ Jan 23 2003, 11:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What makes things fall thru the floor in the first place?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Bug in Half Life, methinks.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited January 2003
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I'm not sure what the exact entity is, but some railings cannot support structures on them. A good test is to fire a weapon through the empty space in the railing. If you can shoot through it, you can also safely build on top of it. If your attack is blocked by the supposedly empty space in the railing, then any building placed on top of it will sink through.

    The worst is that many of the grated floors on Nancy behave this way as well, and structures placed on them will sink through. ):
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