Weldable Vents

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">feature or bug?</div> You can weld them shut from outside.
Once closed, you can open them with parasite from inside again.
Some you can CLOSE with parasite from inside also.
Once parasited you can weld some of them them to toggle their state again.

WTH?
Is this a feature for a strategy I cant get, or a bug?

I dont get the strategical meaning of the Marine-Spawn-Vent of ns_nothing either, nobody might miss it if its gone.
The Marines-Spawn-Vent of ns_bast is pure evil, but fair most times, just secure its entrance or get grenades and never ever weld it shut.

Comments

  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    edited September 2003
    <edit> (some people need clarification)
    <!--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-->The Marines-Spawn-Vent of ns_bast is pure evil, but fair most times, just secure its entrance or get grenades and never ever weld it shut<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    </edit>

    yeah, I've often wondered about that vent myself. Unfortunately, the source was killed in the dual-developer-drive crash of ought-three, and like nancy, this is it's final release (not to mention that the mapper left the community). Not much we can do, and I'd have to assume he meant for it to be like this (toggleable once it's welded), because it's the only one I can place that works that way. I weld it, wait for a gorge to build crap up there, grab a GL, and open it and spm it all to bits. Poof! there's a few res gone in the least (for the gorge).

    <edit2> as for the vent in ns_nothing, that vent is very strategic. It provides a quick way to marine start that the rines usually don't watch. You can spore from it, or if you're the first one in, the chances of them noticing you behind the glass is low, so you can gorge in there and bile-bomb the hell out of MS. It's worth it IMO to weld it, as it pisses me off when it's welded and I'm a skulk.</edit2
  • LoRDxDeMoNLoRDxDeMoN Join Date: 2003-03-17 Member: 14636Members
    similar thing with base vents on ns_veil... you weld those, and a skulk comes and parasite-opens them... fun <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    1) The source for nothing wasn't lost. Kung Fu Squirrell has it.
    2) Are yall possibly talking about Bast?
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    <!--QuoteBegin--KungFuDiscoMonkey+Sep 24 2003, 06:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Sep 24 2003, 06:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) The source for nothing wasn't lost. Kung Fu Squirrell has it.
    2) Are yall possibly talking about Bast? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    are you propably only reading half of all posts?
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    <!--QuoteBegin--KungFuDiscoMonkey+Sep 24 2003, 04:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Sep 24 2003, 04:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) The source for nothing wasn't lost. Kung Fu Squirrell has it.
    2) Are yall possibly talking about Bast? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    umm, I think I read that right.... oh yeah, I <u><b>DID!</b></u>

    <!--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-->The Marines-Spawn-Vent of ns_bast is pure evil, but fair most times, just secure its entrance or get grenades and never ever weld it shut<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited September 2003
    Mabye I read it wrong but I could have sworn that one of those posts said that nothing's source was lost. Mabye the post was edited or mabye I need to get more sleep. My goof. Oh well.

    BTW, don't you just hate stupid college essays.
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    ns_nothing's source is not lost, also the reason you can parasite some vents open is that the weldable item is usualy a func_door and the mapper forgot to check the tag to make them not open/close when the use key is pressed, and with parasite-switch 'fun' back in you can now also use parasite to open said vents. ns_basts' ms vent for example can be opened or closed by hitting you're use key on it as a alien or marine, or have the comm do it.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    @khaim: no one said nothing's source was lost, all posts were referring to bast in that context. I'm not sure how the parasite was done this time, but at least in 1.0x, it only worked on switches, not doors themselves. It's possible it was coded differently the second time around though.

    @kfdm: I got all the stupid college essays out of the way the first 2 years <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Yeah, I think I started all the confusion when I misread one of the lines or mabye the line wasn't the clearest in the first place. Oh well. Unfortuantly, this is my FIRST semister of college, I hope to get the major english essays (which are the ones I hate the most) out of the way this semister and the spring semister.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    I like the little glitches with the vents, makes the marines think about stuff a bit more. Of course usually they dont start thinking until after I've munched 'em a couple times, but it works. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Thanx for the tip LoRDxDeMoN, I'll have to try that sometime. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • niaccurshiniaccurshi Join Date: 2002-12-30 Member: 11629Members, Constellation
    I think it's stupid, you spend the res and make the risk to weld out of the way vents, and then they get opened like that?

    I wouldn't mind them being unweldable by alien spit or something, meaning constant checkups and re-welding has to take place...but one parasite or a bite...it's just silly.

    -Lee
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    I always thought welding should be taken further... it seems like something that could add so much more if it was done right but I guess it's nice that they included it at all, bugged or otherwise =3

    it'd be cool if the doors could be welded and had to be unwelded by gorges or something but then again I should really stick to the S&I forum with this kinda stuff ^^;
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    Why did Bast's maker leave the community =( I've asked that before but never got a response, I know he was one of the devs.
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    As far I've heard he got chikaned by some of the vets <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    its not a bug, "parasite switch fun" was enabled in 2.0

    read the change log

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=31&t=44862&hl=parasite+fun' target='_blank'>http://www.unknownworlds.com/forums/in...hl=parasite+fun</a>
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    No. That refers to parasiting SWITCHES (as the name indicates) in order to have fun (as it indicates too <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> )

    I don't know of any vents reopenable by parasiting. Which ones are those? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    I understand what "parasite fun" does cereal :/ Most weld points trigger func_doors which open or close "once" this is accomplished by setting a toggle option in the entity properties. if its unchecked its will open/close once which is normal. The weld in bast that opens if you press use/parasite probably has the toggle option checked, which will open if parasited because of parasite fun.
  • GeminosityGeminosity :3 Join Date: 2003-09-08 Member: 20667Members
    just thought I'd bring <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=48488&st=0&' target='_blank'>this</a> lil' thread to everyone's attention <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Moose I don't think you understand. What we are refering to is that once certain vents, such as the horseshoe vent on eclipse or the two weld points at the marine spawn on hera, have been welded shut a parasite hit on these vents from inside the vent smashes the weld. Not "the door opens" but the actual peice of metal that the weld triggers just breaks apart into little peices and vanishes.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    hmm if I recall well, weldable switches don't open with parasites. You know, such as the numerous vents in hera.
  • Impy_The_LerkImpy_The_Lerk Join Date: 2003-05-24 Member: 16652Banned
    heres an idea get rid of SH*TTY maps like bast and mineshaft... problem solved.

    -Impy <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    Func_weldable is a brush-based, visible entity which does not clip players. It has a field for specifying the amount of time required to "weld" the weld point, and displays a "weld me" icon.

    Func_weldable is NOT the door itself, which closes over the vent when the welding is completed. Func_weldable triggers a door to open or close, instead. This should only happen once. Veil and Bast have been improperly set up, however, to allow them to be triggered by means other than the func_weldable. Veil's marine spawn vents are the wackiest thing I've ever seen. I have no idea what combination of func_breakable, func_weldable, and func_doors it uses, but it gets h4x0red too easily.

    If I had to hazard a guess, I'd say it's a func_weldable triggering a func_breakable to trigger a func_door.. so when the weld finishes, something breaks and the door closes. It's apparently not working properly because the object doesn't break, and the door still shuts. Thereafter, skulks can break the object using parasite and reopen the vent. O_o

    My brain hurts.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Geminosity+Sep 26 2003, 12:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Geminosity @ Sep 26 2003, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just thought I'd bring <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=8&t=48488&st=0&' target='_blank'>this</a> lil' thread to everyone's attention <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Finnaly, it's been fixed!
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    Weldables when welded trigger another entity, for example in bast's case and many others the entity is a door, however weldables ALSO have a 'health' factor, this should be left at -1 or 0 to make weldables un-killable, however some mappers have change/left the number at something other than 0/-1 thus allowing the weldable to be killed/"de welded" also, in some maps the weldable door does a insane ammount of damage to prevent the weldable being blocked by buildings or anything, and in some cases if you go up and re-toggle the door the damage it does will destroy the weldable by doing a large ammount of damage, generaly more than the weldable's health.
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