N00bish Q's

amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
<div class="IPBDescription">about ns entitys</div> OK

1.
Do you need 16 (for a 32 player map) team_spawns at each hive?

2.
How do you set a weldable to close a door

3.
How do you set the welable to gib its self (not be there after its done its job)

4.
How far in units do hives seacrh for a res node, to put a res on top of it?

5.
How in hell dose the null work? (zhlt custom build 0.3 by Larie)

6.
Do ladders (ie {ladder3b) have to be a soild?

7.
What is better, funk_seethrough, or funk_wall and why?

amckern

PS - thanks

Comments

  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    1.
    yes
    2.
    target to trigger on finish field
    3.
    i think that its based on flags but am unsure
    4.
    as far as it has to to have one
    5.
    face is not rendered at all in game(handy for faces one cannot see reduced r speeds
    6.
    no ladder entity is unrelated to texture
    and yes the texture can be non solid
    7.
    func_wall and func_seethough are used for differnt things.
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    first one to reply <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> OK

    1. Yes you do, because at the start, if 16 people were on aliens and they all spawned at once, tehy would have a few dying from people spawning on them.

    2. scroll down in the weldables properties, and there should be: Target to trigger on finish, enter the name of a door in here, example: the big ones in hera, when you weld the button, it activates and you can use it to close the door.

    3. this oculd be done simpler, but hewres how i would do it: first, give the weldable an actuall amount of health that is not infinite, second put a trigger_hurt around it with a name and enough damage to kill the weld, and also set the target to trigger on finsish of the weldable to the name of the trigger hurt. Don't forget to make the trigger_hurt start off.

    4. i have no clue, i think its just the nearest one? even if it is on the otehr side of the map?

    5.it makes the face its on not count in overall faces methinks

    6. Do you mean the func_ladder or the actual phsyical ladder you can see? if its the phsyical one thne it has to be a func_wall with render mode set to solid.

    7. I'm not experienced eniugh in ns mapping to tell you the answer to that one:|

    PS - Your welcome.
  • Sniper_ChanceSniper_Chance Join Date: 2002-12-11 Member: 10549Members
    <!--QuoteBegin--amckern+Apr 8 2003, 12:13 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Apr 8 2003, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1.
    Do you need 16 (for a 32 player map) team_spawns at each hive?

    2.
    How do you set a weldable to close a door

    3.
    How do you set the welable to gib its self (not be there after its done its job)

    4.
    How far in units do hives seacrh for a res node, to put a res on top of it?

    5.
    How in hell dose the null work? (zhlt custom build 0.3 by Larie)

    6.
    Do ladders (ie {ladder3b) have to be a soild?

    7.
    What is better, funk_seethrough, or funk_wall and why? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    1. Yes.
    2. Place the func_door as if it was open and set its angle to Down (or whatever way you want it to go), then in the func_weldable, set "Target to trigger on finish" to the name of the func_door.
    3. Turn on the flag named "weld opens, not closes".
    4. Not exactly sure. Relatively close?
    5. Whatever face has the NULL texture, it does not get compiled by CSG.
    6. Standard ladders have to be a func_wall with the blue part transparent. Place a func_ladder on top of the ladder func_wall.
    7. Func_seethrough. Func_seethrough's transparency can be different between commanders and players. Func_wall's transparency applies to everybody.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <b>1. Do you need 16 (for a 32 player map) team_spawns at each hive?</b>

    Absolutely positively <u>need</u>? No. Is it a good idea? Yes. Theoretically, you could get the whole alien team spawning at a given hive at any given time, and having 16 spawns keeps those nasty telefrags away.

    <b>2. How do you set a weldable to close a door</b>

    Well, one way that comes to mind is to design a weldable as a button type panel near the door, set the weldable to target the door on finish, and set the door to start-open, to toggle, and to trigger-only (assuming you don't want the door to re-open).

    <b>3. How do you set the welable to gib its self (not be there after its done its job)</b>

    I haven't played with weldable in a while, actually. I think it's the 'weld opens' flag, which tells the weldable to start opaque and become transparent. Though I think it still sort-of exists when it's transparent. Maybe linking in a kill-target type dealie?

    <b>4. How far in units do hives seacrh for a res node, to put a res on top of it?</b>

    No clue. Why? IMHO it seems a good practice (yeah, eating my own words) to put the node in the room with the hive, if at all possible.

    <b>5. How in hell dose the null work? (zhlt custom build 0.3 by Larie)</b>

    There've been threads about this here and elsewhere, totally devoted to the topic of our friend NULL.

    <b>6. Do ladders (ie {ladder3b) have to be a soild?</b>

    No.

    <b>7. What is better, funk_seethrough, or funk_wall and why?</b>

    They each have their own place in the scheme of things.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    edited April 2003
    Thanks, i will fix my problems in ns_edan now i know the answers

    amckern
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    edited April 2003
    Ladders <b>should</b> be solid (func_walls) so that skulks can attach to them, since they don't attach to func_ladders. Of course by "ladder" I mean the visible object and not the func_ladder which is invisible.

    The two main differences between func_seethroughs and func_walls is that with seethroughs, you can set different transparency settings for both the ground players and the commander, <b>and also</b> commander's can't place buildings on top of func_seethroughs as they are ignored by the code.
Sign In or Register to comment.