Alien Atmosphere?

ThaldarinThaldarin Alonzi! Join Date: 2003-07-15 Member: 18173Members, Constellation
<div class="IPBDescription">New ways of hive creation ... ?</div> I have an idea which may or may not be easily implemented, it may purely just be crap. So the idea is that we create our own little hives, in our map. Infestation on a station or ship just does not look right to me, unless a hive has been created during the map. So I was wondering if there is any way that could possibly make "hive_build" trigger something like a func_wall_toggle to spawn infestation as the hive is built? I doubt it will work as it is just a theory, but it would add a nice new effect to the levels and overall feel of the modification of NS.

Comments

  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    I think it could be possible... Other neat idea would be to make infestation func_door,
    when Hive is completed it triggers the door that rises from the floor... and when the hive is killed it slowly vanishes in to the floor or vent shaft making some alien splatter noise or something. =)
  • Rendy_CZechRendy_CZech Life is a Koan Join Date: 2003-10-11 Member: 21608Members
    edited December 2003
    I was thinking about this same, few days ago. It will be relative easy to make it, but you must count with r_speeds, entity limit and stucks because the func_walltoggle isn't passable.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    The door thing sounds good, only problem I'm getting is making the whole thing trigger, I have no idea how to do it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I think it might be possible to have the hive area be relatively clean (still enough infestation to tell it is/could be a hive) and do func_door/func_door_rotating, etc. What we really could use is a func_toggle_brush. Maybe it could be done if func_seethrough can have an on/off state and adjust opacity. (I don't know if the engine would support that, but it would be uber cool) Also maybe we could persuade flayra to put in a random-hive-junk generation system with some simple infestation models that would appear in random places at hive generation. That would be pretty cool AND make the hives different every time you play.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    The <a href='http://www.natural-selection.org/Mapping_Guidelines.html#team_hive' target='_blank'>NS mapping guidelines</a> mention a "trigger on spawn" and "trigger on death" field for the team_hive entity. You could make your infestation a func_illusionary with the "invisible from top-down" flag checked. Set it to use rendermode texture, renderamt 0 (this will make it invisible). Then create two env_render's, one to make the infestation visible and one to make it invisible. Then place the name of the "make invisible" env_render as the hive's "target on death" and the "make visible" env_render as the "target on spawn".
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    I have thought of this idea too, but I think it could be a balance issue. If a commander looked at the hive area and noticed that the infestation was turned on he would instantly know there was a hive building. It is a neat idea though, I just think it would be a little unfair to the aliens. Hence why I've never actually put anything in the trigger on spawn and trigger on destroy fields for RTs/CCs/Hives etc.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Be a **** on the entity count and could wack server performance to have several large complex doors appear all over the shop. Though as someone rightfully said you could use the target on spawn and death option to make the infestation appear and disapeer on cue.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--LambdaProject+Dec 26 2003, 09:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ Dec 26 2003, 09:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have thought of this idea too, but I think it could be a balance issue. If a commander looked at the hive area and noticed that the infestation was turned on he would instantly know there was a hive building. It is a neat idea though, I just think it would be a little unfair to the aliens. Hence why I've never actually put anything in the trigger on spawn and trigger on destroy fields for RTs/CCs/Hives etc. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You can just hear it all anyways. Wouldn't make too much of a difference tbh.
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    You <span style='font-size:21pt;line-height:100%'>STALKER</span> Get away forlorn! I have a spork and I know how to use it.
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