Feedback On Infestation Idea
BlackPanther
Join Date: 2002-02-11 Member: 197Members
<div class="IPBDescription">for ns_democles</div> Allright, in the making of the first hive point in my map NS_DEMOCLES, i was looking at the possibility, entity count and r_speeds permitting, that i could make dynamic infestation, to simulate the effect that as the game progresses and more hive points are captures, func_walls and func_illusionnary entities which are textured in transparent infestation textures, could be "switched" on and off, depending if the hive has been captured/built or not, along with a series of env_renders to make the infestation disappear slowly after a hive has been destroyed.
Problems which could arouse/that i forsee:
I seem to remember the NS team updating the .fgd so that you could trigger events when the hive dies.
Will there be one when the hive starts to build?
What about when a hive dies and a gorge builds a new one during the time the "switched" infestation is slowly fading away. It won't be able to trigger the infestation to go back to being "visible" again.
What about the starting hive?
Will it still trigger events like any other hive that is brought up via a gorge?
And what else can f*ck up during all of this?
I seriously need to thionk about those issues before i put it into my map.
I may even make a test map just for it!
Problems which could arouse/that i forsee:
I seem to remember the NS team updating the .fgd so that you could trigger events when the hive dies.
Will there be one when the hive starts to build?
What about when a hive dies and a gorge builds a new one during the time the "switched" infestation is slowly fading away. It won't be able to trigger the infestation to go back to being "visible" again.
What about the starting hive?
Will it still trigger events like any other hive that is brought up via a gorge?
And what else can f*ck up during all of this?
I seriously need to thionk about those issues before i put it into my map.
I may even make a test map just for it!
Comments
Never tested it.
I believe more in the future of animated infestation textures.
Cases :
1) If a hive dies, the trigers goes off immediatly, togeling the infestation from ON to OFF.
2) If a hive has been destroyed (infestation triggered to OFF) and a gorg build another one, I think the trigger gets activated when it is fully up, so the infestation togle ON and would still work again if that new hive dies.
3) As for if the initial hives triggering the infestation, I don't know but
3a) if yes, then the initial state of the infestation would have to be OFF
3b) if no, then infestation's spawing flag would have to be YES.
This is taking in account that :
- the triggering effect is immediate
- the infestation appears right away
- the triggering procedure of the infestation would use a togle state
If the infestation is slowly appearing or slowly disapearing, you would have to take in account the time it takes to build a new hive for case #2.
Another idea, to make it more progressivly dynamic, how about having several layers of infestations to appear/disapear over a period of time upon a trigger ? I don't know if it's possible but it would have to use timer like entities. It would be more complicated but would be cool.
Now this is all in theory as I had never maped for HL before but did for other games. We just need soeone to confirm this.
Browser [ICE]:
Well i've been mapping for 6 years on the HL engine and your train of though is right.
Yes. The TARGETNAME for the hive dying and being born will each target their own multi_manager which in turn triggers the infestation.
When the hive dies, it fades away slowly.
When the hive is born, the infestation is instantaneous, for the simple reason that it must appear already there when you start the game!