The Falliing Tf
fLoPpY
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-->
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
I think a good method for implementing this would be some kind of undo command for gorges and comms.
Wonder if it happens anywhere else
(Figure it out yourself)
I wonder if you could build a working Sinking Siege. That would make the marines unstoppable.
Cheap, but unstoppable.
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?
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.
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.
See, that was my idea (in the PT forum when this was mentioned) - a nice big PAINFUL trigger_hurt below the entire level. (:
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-->
Bug in Half Life, methinks.
The worst is that many of the grated floors on Nancy behave this way as well, and structures placed on them will sink through. ):