Commander mode worries

CronosCronos Join Date: 2002-10-18 Member: 1542Members
<div class="IPBDescription">Need some help...</div>Hiya, I've been extremely impressed with NS, looks like it's going to be a great mod when it's released. Anyhow, I downloaded NSTR 2 and I've busily been studying on the do's and dont do's of NS Mapping.

So, now to my problem. I have made a basic room, and created a team_command entity. I've set up the info_mapinfo entity with several parameters and such. Anyway, when I go to test out CM, nothing happens, at all, I'm not brought into commander mode. Is there perhaps something that I am missing? Or perhaps I've gotten certain values wrong, please help me out here as it will be very much appreciated...

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    If it's just the one room attach the MAP file, i'll have a look and tell you where you've gone wrong.  It's quicker than doing the Q&A thing.

    [edit]
    On second thoughts did you join the marine team before trying commander mode?  Only marines can use the command console.
    [/edit]



    <!--EDIT|ChromeAngel|Oct. 27 2002,08:53-->
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    /gear turns in brain

    Good God! Thats It! I havent set up the ready room yet!

    /slaps self

    Thank you so much for your help! I havent set it up correctly! Thank you! thank you! thank you!
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    lol that's funny, usually people make the readyroom first!
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--Necro-+Oct. 27 2002,06:09--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Necro- @ Oct. 27 2002,06:09)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->lol that's funny, usually people make the readyroom first!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I haven't.  Spirit doesn't even have a placeholder readyroom at the moment.  I would suggest that you build your readyroom <b>last</b> so that you know how many leaves/enities etc. you are able to use there, it's better to hit the limits there than in a really important part of your map.

    For the time being place all your info_team_start entites in the right place (or wherever you want them) and throw a couple of info_player_starts in as well.  That way, you do not yet need the readyroom, as you can just use F1 and F2 to join the teams (these are the default keys, F1 = marines F2 = aliens)
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Hey all, I've run into a few more snags not completely unrelated to CM. I've created a door that is usable by the commander and the players, however, the commander does not seem to have the ability to use the button or close the door. Also, I placed a nobuild entity brush on top of where the door protrudes through the floor. Although this disables building of structures on that location, it appears to be blocking any access through the door, as if there was a proper brush there...

    Once again, any and all help will be greatly appreciated...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Unfortunately, func_nobuild brushes must be solid for detection reasons. You can have a 1 unit thick layer on the floor without any troubles.

    As for the commander operating the door...I'm not 100% on how that works. (Sad, I know, considering I am on the dev team) I'm pretty sure the command can't manipulate buttons but can directly manipulate doors, etc, so long as he touches it in a spot which is inside the level. (and not outside, in the void) This is, unfortunately, an engine limitation, but doesn't usually cause a problem.
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Using your advice, I tried creating boxes around where the doors would end up, thus making them "In World". Unfortunately, this resulted with no change, the commander still cannot close doors, yet he can open them just fine...
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