Comms Ability To Activate Switches?
Beretta
Join Date: 2003-08-16 Member: 19794Members
<div class="IPBDescription">removed?!!!!</div> Has this been removed, please god say it hasnt I just seem to be unable to activate anything at the moment <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> it makes me sad.
Comments
and i dont think aliens want elevators and doors to be opened by an apparent ghost
Please stay calm!!
<!--QuoteBegin-Beretta+Mar 9 2005, 05:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beretta @ Mar 9 2005, 05:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Has this been removed, please god say it hasnt I just seem to be unable to activate anything at the moment <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> it makes me sad.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
It hasn't been removed in final 3.0, don't you worry. I don't know what map you played and what made you think it was removed. To my knowledge it's the map designer that decides whether you can move an object (door / elevator / ... ) or not.
<u>I did a little test for you and here are the results</u>:
<span style='color:red'><b>EDIT starts here</b></span>
<!--QuoteBegin-monopolowa+Mar 9 2005, 04:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (monopolowa @ Mar 9 2005, 04:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin-Xtof+Mar 9 2005, 08:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Xtof @ Mar 9 2005, 08:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -<span style='color:red'><b>ns_hera</b></span>
The new door at <u>marine start</u> can't be activated by the commander. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Wrong. The switch is above the door on that walkway
There's no setting to make func_buttons controllable by the commander or not...if there's a button to open the door, the commander can open it<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<span style='color:red'>You are right, I've tried it again. But here are my remarks:</span>
- <span style='color:red'><b>ns_origin</b></span>:
At the <u>hive location Biodome</u> there are two lifts going up from Biodome. The Western lift can be activated by the commander, but the Southern lift can't (in my test at least). <span style='color:red'>I have tried it again and the western lift goes up and down as sweet as my erm .... sweetheart ^^. I just click on the elevatorfloor and there it goes. But the Southern elevator needs some spanking as it doesn't move at all, I have clicked on that elevatorfloor about a zillion times but no movement. I have also tried to get it moving by pushing on the switch the marines use, still no result.</span>
At <u>double</u> there are also two elevators. The (lower) elevator (as in the elevator that goes less high) closest to marine start can be activated by the commander. The other elevator going to hive location furnace from double cannot be activated. <span style='color:red'>More or less the same story here; the first elevator I mention goes sweet as you know who, but the second one at double doesn't work anyway I try (trying with elevatorfloor or switch).</span>
At <u>marine start</u> you can activate the door on the left side, but you can't activate the door on the right side. <span style='color:red'>Well I've tried it again and here I was wrong, you can open them both. But if my memory serves me well the left door can easily be opened by clicking on the door itself, but the right door can only be opened by clicking on the switch.</span>
-<span style='color:red'><b>ns_hera</b></span>
The new door at <u>marine start</u> can't be activated by the commander. <span style='color:red'>Again this seems to be not true. But what monopolowa says didn't work out to be completly true for me, and I wish it was. I can manage to open and close that door with the outside switch, but NOT with the switch he mentions and that is above the door (I knew that). Also I cannot open neither close that door by clicking on the door itself.</span>
Also the <u>elevator</u> going down to the new weldable lights can't be activated either by the commander. <span style='color:red'>Again I seemed to be mistaken. It"s rather weird, in my second try it didn't work again at first. But after I tried it again one minute later it went sweet ... you know the story. So it worked but with some erm.... insisting.</span>
The <u>'door' above the resource tower close to marine start</u> can be activated by the commander. <span style='color:red'>This one goes as smoothly as the western door near Biodome</span>
<!--QuoteBegin-GiGaBiTe+Mar 9 2005, 05:45 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Mar 9 2005, 05:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i think thats a good thing. on some custom maps (ns_weldsiege2) the commander can smash an alien or marine in the door. it gets old fast.
and i dont think aliens want elevators and doors to be opened by an apparent ghost<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't agree with that GiGaBiTe. ns_whatever isn't an official map and therefor not necessarily balanced. You should mention this inconveniency to the maker of that map.
I like the fact that the commander can activate switches and elevators. It makes sence to me as the commander is locked into the stations network. <span style='color:blue'>and I guess you cannot activate them all as it has to do with (perhaps, probably?) balance issues.</span>
<span style='color:red'>So basically what I want to know is why you sometimes are able to:
1) - move the door/elevator with the switch and with pressing on the object itself.
2) - move the door/elevator with the switch and not by pressing on the object itself.
3) - move the door/elevator by pressing on the object itself and not with the switch.
4) And why sometimes it just doesn't work at all.
Is it possible it has something to do with the resolution I'm playing with (lowest resolution possible) due to an outdated computer? I'm in the dark here.</span>
Just my two €-cents.
Greetz,
XtOf <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
The new door at <u>marine start</u> can't be activated by the commander. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
wrong. The switch is above the door on that walkway
There's no setting to make func_buttons controllable by the commander or not...if there's a button to open the door, the commander can open it
just soooo much fun to kill oni or fades with the doors <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Oh and some noobrambo marines to.. just priceless..
Gives you the feeling like you can do something usefull instead of only dropin meds/ammo/nodes and teching up.
just soooo much fun to kill oni or fades with the doors <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Oh and some noobrambo marines to.. just priceless..
Gives you the feeling like you can do something usefull instead of only dropin meds/ammo/nodes and teching up.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I just knew someone was gonna bring that nancy stuff as it has been said like a zillion times <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo-->. It's true that when successful it's great fun (certainly imo when you are losing).
But how can you know if the guy is gonna go rambo again when that killer door is just outside marine start?
It gives you the feeling that you can do something useful? As a commander I allways think I'm doing something useful for my team (most of the time at least, human errors are just useful in a way that you can learn from them). <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
Greetz,
XtOf
But if you got a marine team full of ppl who can'T kill anything and hump armory for 300+ shots of ammo to run off and die by the first skulk you sometimes really feel help/useless.
It's in these situations when i start using doors to kill everything that run trough them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Gives some godlike feeling like "Hah! you down there! die die dieeee!! *clickclick*"
And if it works, it really brightens up the experience of the game a little bit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->