Exploit Regarding Weldable Vents?

HuntyHunty Join Date: 2003-08-09 Member: 19244Members
<div class="IPBDescription">On certain maps?</div> I was comming on veil and had the base vents welded.Then i noticed that skulks were still coming in from the vents.Since i had a particularly stupid team that round,i logically assumed someone had thought he had welded the vent shut,but had not.I proceeded to say this assumption outloud.

Then this skulk tells me he paraed the vent to re-open it.Now if this is a true,its clearly an exploit.Im sure the map makers didnt intend for marines to spend 5 res and time welding vents that can be opened by a 0 res skulk's parasite(i mean its redudant to make vents like that).

So im asking if this is an exploit/bug/feature/whatever and if other maps have this thing with the vents.

Comments

  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited October 2003
    even worse, you can just hit 'use' on the bast MS vent to make it open. (not that aliens would ever want to open it back up, but thats another issue)

    I believe it has something to do with making parasite be able to flip switches again.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
    edited October 2003
    This has been discussed before, please <i><b>SEARCH</b></i> before posting. It is like this because of the entities they use for the weldables, they use the door entity that if they set it so that if the trigger fires it cannot be "used" afterwards then the weldable works fine, in these cases the creators simply forgot to check this box in the variables and so these bugs occur. As for parasiting there was a change to NS that meant you could shoot a parasite at a door and it would open for you, dont ask me how that works.

    Edit : i can se ethis thread being closed before it gets 5 pages long like the last one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • TrojanTrojan Join Date: 2002-11-02 Member: 4611Members
    Whether it was forgotten, or ment to be that way, is a different story. A lot of mappers might feel that the kharaa need to be able to reopen some certian welded vents, but you'll have to ask the mappers that... Also, parasite/gorge spit opening/closing doors has been in the game since 1.00, but was taken out for a short while for whatever reasons, but put back in because its oh-so fun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    It is a map bug. It did not occur in previous versions of NS, as the code had a major rework in v2.0, and parasites didn't +use *anything* initially. Note the addition of 'Parasite Switch Fun' in a number of beta logs.

    Hopefully a number of maps will be fixed in time for the next client patch. Unfortunately, in the case of Bast, I'm not sure if this is a possibility as the original source was lost in a HDD crash. (same thing that happened to Nancy, and Fenris)


    In any case. The reason has been explained, and so to avoid pointless spam-posting...

    <span style='color:red'>*LOCKED.*</span>
This discussion has been closed.