Ns_cookierocket

CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
<div class="IPBDescription">simple fun map.</div> well the aliens at top, marines at bottom. the marines have a rocket at the bottom that u have to weld for AGES to get to. the rocket flys up and kills all aliens + hives near it. i havent made it look any good yet so no screenies.

im having a problem tho, when u get so far away from an entity it disappears. ive had this problem in the past and never knew how to fix it. any ideas?

Comments

  • InafiscisisInafiscisis Join Date: 2003-04-30 Member: 15965Members
    Increase culling distance?

    Just a guess...



    "OMG H4X0r!! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->"
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Yo, good guess, it is in this entity. With the name... erm.... wait... I get it.... no. You have to look for it yourself. I hope you don't want to make your rocket visible from the aliens spawn, cause then a name like ns_ping3000 would be more fitting.
    Remember: Flay changed the entity display code because usually when you are in the 'void' you can't see any entities but the comm had to see them. So he made all entities within a certain radius from the viewer visible. To reach the performance of the old display code you have to keep the radius as small as possible so please don't try anything like setting the radius to 4000 or so! But you knew that already, didn't you?
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Is it "Top Down Cull Distance" in info_mapinfo?
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin--Kage+Jul 18 2003, 06:45 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kage @ Jul 18 2003, 06:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is it "Top Down Cull Distance" in info_mapinfo? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    thats just for comm <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Well, as far as I know it is for comm and multiplied by 2.1 for other players. But I never use it anyway so I might be wrong.
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    The only other place I can think of is Max Viewable Distance in Map -> Map Properties (in VHE), but past that distance everything goes out.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Yes, the top down cull distance affects the entity culling for all players.
  • GoPeDeRiCkGoPeDeRiCk Join Date: 2003-03-21 Member: 14742Members
    How are you going to have it kill the hives? I tried this on 6thshity... didn't work, so i have to have the room above (where the rines watch the aliens get crushed buy the walls) where the rines could shoot the hives to death so the round would end.
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    on ns_yorockets giant explosions kill the hive. so it can be done
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    <!--QuoteBegin--Shadowics+Jul 19 2003, 03:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowics @ Jul 19 2003, 03:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, the top down cull distance affects the entity culling for all players. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    cool ty and yea the rocket goes up then disappears at a certain time, big explosions go off, a trigger_hurt kills everything, and pieces of metal fall down. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • kyliegirlkyliegirl Gorge Master Australia Join Date: 2002-12-11 Member: 10586Members, Reinforced - Shadow
    edited July 2003
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    That sounds like fun. Make it good to watch and obvious as to whats going on for marines (perhaps a big sign... "weld to launch rockets").
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    keep in mind that trigger_hurts are a one time use

    once on the don't go off

    amckern
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    ok its done, but i havent tested it multiplayer so i dont know if its buggy or not

    <a href='http://www.pfcook.force9.co.uk/ns_cookierocket.zip' target='_blank'>NS_Cookierocket.zip</a>
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    <!--QuoteBegin--amckern+Jul 19 2003, 09:07 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (amckern @ Jul 19 2003, 09:07 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> keep in mind that trigger_hurts are a one time use

    once on the don't go off <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That's not true. As long as you don't check the flag 'Once' It can be toggled on and off just like a func_walltoggle, except with pain instead of wall.
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    ok then, thats news for me

    i have always found that trigger_hurt is a one time use, must be dif for ns then

    amckern
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Well, I jst ran a test map in Plain HL. Simply by connecting a func_button to the trigger_hurt I can toggle it on/off, the same as in NS. I don't have any other mods so I can't say for anything else like CS.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    in 1.04
    - trigger hurts are toggleable (on and off) and they kill all players and structures but no hives or the first CC.
    - info_spectate is toggleable and disables all info_team_starts inside of it as long as its active. once you spawn a team that has all its info_team start inside an active info_spectate you join spectators and nobody can join this team even if he just joined this server.
    - func_explosions are shootable and damage all players and structures and hives (!!!) but not the first cc.
    - elevators kill and move all structures till the elevator reaches its aim. Excluded are hives and the first cc (it just moves trough). Hives get moved by elevators. Resnodes get vanished by elevators.

    in nd_tdm maps
    I use an elevator to crunch the loosing spawn.
    Then trigger hurt and func_explosions to kill hives (when aliens lost) and everybody all over the map.
    Then info_spectate on the loosing team to enforce a "f4 reset".
    When you see this the first time you just say WTH but Its a prety clear sign that the game is over!
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    edited July 2003
    I've never heard of a func_explosion, what is it? I know that Env_explosions don't damage anything in NS.

    I haven't needed to play around with info_spectate, but it would make sense that if a person spawned in one, they would join spectators.

    You really should stop doing things the hard way Ollj. I would be much simpler and less griefer vulnerable to simply kill everyong off instead of relying on them to F4.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- trigger hurts are toggleable (on and off) and they kill all players and structures but no hives or the first CC.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not quite right. It is right, that you NEED 1.04 to kill buildings. But it is not right that you can't kill hives with trigger_hurt. The bad thing about it is that it is buggy. When you link it directly to a button it works, when you have a button target a multi_manager that targets the trigger_hurt it wont.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- info_spectate is toggleable and disables all info_team_starts inside of it as long as its active. once you spawn a team that has all its info_team start inside an active info_spectate you join spectators and nobody can join this team even if he just joined this server.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Hey, cool stuff. You would make a great programmer. You find all the cool hax.
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- elevators kill and move all structures till the elevator reaches its aim. Excluded are hives and the first cc (it just moves trough). Hives get moved by elevators. Resnodes get vanished by elevators.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If I can trust my eyes command consoles always stay where they were placed no matter if an elevator goes right through them. I saw this habben on Hera and Warshaft.
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