Ns_cookierocket
CoolCookieCooks
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?
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
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-->"
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?
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-->
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-->
once on the don't go off
amckern
<a href='http://www.pfcook.force9.co.uk/ns_cookierocket.zip' target='_blank'>NS_Cookierocket.zip</a>
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.
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
- 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!
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.
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.