Resource Node Status Tracking
tommy14
Join Date: 2002-11-15 Member: 8839Members
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<div class="IPBDescription">can it be done?</div> <i>my goal is to have a switch that moves a station extractor over the res node if it is empty, so a station conveyor (or medical healer or other fx machine) can be "powered up".</i> problems are:
#1. i need to see if tracking the status of a resource node can be done. but i am stumpt.
i want to track only if the node is occupied or empty, not even whether it is an alien or marine node.
i know there is a parameter that i can use when something is built there - but is there one for when the resource extractor there is killed and the node is made empty again?
#2. is there some way to block the res node so it cannot be built on when "the station is using it"?
#1. i need to see if tracking the status of a resource node can be done. but i am stumpt.
i want to track only if the node is occupied or empty, not even whether it is an alien or marine node.
i know there is a parameter that i can use when something is built there - but is there one for when the resource extractor there is killed and the node is made empty again?
#2. is there some way to block the res node so it cannot be built on when "the station is using it"?
Comments
The trigger on build even shoots for the first Res node a team gets for free.
If there is a brush (elevator, door, func_wall_toggle) moving trough the res point, the res point and its model dissappears (res point dies). Just the particle system stays active.
If there is not enough free space for the resource tower model you cant build it. (yeah, and the alien resource tower model IS bigger than the marine model).
Make a low func_seethrough above the func_resource and try to build it.
The resource towers health can be lowered by trigger hurt, hurting doors and such.
This had me puzzled for a bit when I started my creating first NS map.