Pair Of Questions
UltimaGecko
hates endnotes Join Date: 2003-05-14 Member: 16320Members
<div class="IPBDescription">...mostly with commander mode view</div> <img src='http://img68.echo.cx/img68/7871/nsdocked5cat1fn.jpg' border='0' alt='user posted image' />
First: is it mandatory for the commander to be able to see into vents/ducts? Specifially in the included screenshot: there's a vent under that catwalk, and the commander would be unable to drop medpacks down there, so I'm just wondering.
Second: Is it possible for the skybrush not to be visible to the commander? Specifially: on the left of the shot there's a view outside the ship, and it looks a bit strange (maybe I need to command on ns_messhall (<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) to see if the sky is visible there).
Off topic from actual help topics: does anyone have any good ideas for preventing seige dominance on CQ maps? Because my map takes place over the entirety of a ship room tend to be close to eachother and seige could be dominant (but only as dominant as say, being able to set up a seige of the 'middle' hive within about a minute if the aliens don't counter attack). Seiges still counter a lot of territory - you used to not be able to build on catwalks and grates, but now that doesn't really stop building. So far I've just got the ideas of numerous crates and supplies blocking adequate build room, especially near the hive (but still with room for choke point bases, just further from hives).
First: is it mandatory for the commander to be able to see into vents/ducts? Specifially in the included screenshot: there's a vent under that catwalk, and the commander would be unable to drop medpacks down there, so I'm just wondering.
Second: Is it possible for the skybrush not to be visible to the commander? Specifially: on the left of the shot there's a view outside the ship, and it looks a bit strange (maybe I need to command on ns_messhall (<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) to see if the sky is visible there).
Off topic from actual help topics: does anyone have any good ideas for preventing seige dominance on CQ maps? Because my map takes place over the entirety of a ship room tend to be close to eachother and seige could be dominant (but only as dominant as say, being able to set up a seige of the 'middle' hive within about a minute if the aliens don't counter attack). Seiges still counter a lot of territory - you used to not be able to build on catwalks and grates, but now that doesn't really stop building. So far I've just got the ideas of numerous crates and supplies blocking adequate build room, especially near the hive (but still with room for choke point bases, just further from hives).
Comments
Re: Second -- Go into your info_mapinfo entity properties (if you don't have one, put one in.) Set the 'Min Map Z (black background)' property to a value that is underneath all the geometry in your map - this draws a huge black sprite behind the map so this problem doesn't occur.
[I say sort of, because much like the vent under Station Access Alpha, there's not really any way to make the vent more visible.]
I disagree. They should be able to see into all of the important vents but I'd say that if that is a particularly important Alien vent then you could get away with leaving it as it is.