Dev Question

moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<div class="IPBDescription">"Sarts built" flag, restower placement</div> The "starts built" flag on the team_command entity doesn't appear to affect anything currently. Are there plans to implement this in the future? I had hoped to make use of it for an auxiliary command station in ns_shiva. It probably won't be a big problem for balance if infantry portals can be built in the area around the auxiliary, but my preference would be for the marines to have to activate the command station first.

I was also intending on having a section of the map that would contain a double node where one of the two needs to be welded open. From what I can tell however, I think the code for placing resource nozzles checks the current location of the commander's pointer for placement validity rather than the resource node itself where the tower will end up appearing. What this means is if I block off the resource node with a func_door, they cannot place the resource node by putting their pointer directly over it, but they can if they put it off to the side where it isn't blocked and allow the structure to "snap to" the node. This also appears to affect gorges building, although they may just be able to build on it regardless. I haven't verified that behavior. I was wondering if this behavior could be changed/fixed in a future version. It would make my life a lot easier, and I think it makes more sense from a consistency standpoint.

I PMed this to Flayra, does anyone have any further information, or any more detailed knowledge of the the behavior of these entities?

Comments

  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    edited May 2004
    Would it be possible to tie a func_nobuild entity under the door that would slide away with the door when welded?
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    edited May 2004
    <!--QuoteBegin-NetBent+May 27 2004, 06:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NetBent @ May 27 2004, 06:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Would it be possible to tie a func_nobuild entity under the door that would slide away with the door when welded? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I've tried that with the nobuild texture and with killing a func_nobuild entity. I'm not even sure that the second approach worked at all, but they were both subject to the same problem. The commander could get around it just by aiming a ways off of the node and letting the tower snap to it.
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    Hemm... Sounds like your problem may very well lie in the hands of the devs then.

    As for the CC. I remember when I was playing a game of 2.0 and we decided to load up one of my maps and when the map started the CC was not built. So I guess it is something they have recently fixed.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    The "Starts Built" flag (for the CC at least) works in combat maps only.
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    The comm chair in my map starts off built...

    mabye its on by default? And as for the snapping to the res point thing, place a func no build entity right ontop of the nozzle, and make it so when the door opens, the entity slieds away.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    <!--QuoteBegin-A|IEN+May 28 2004, 05:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A|IEN @ May 28 2004, 05:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> mabye its on by default? And as for the snapping to the res point thing, place a func no build entity right ontop of the nozzle, and make it so when the door opens, the entity slieds away. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Have you found a way to get that to work?
  • Once_OnlyOnce_Only Join Date: 2004-05-15 Member: 28700Members
    well gee...its not like UnrealEd where you can attach any entity except lights to a moving object...

    Well, you have the func nobuild that is 1 unit high, and sits inside the nozzle so the comm cant see the brush. Then im pretty sure you'd do something with the Master/Name settings in a func door and somehow link it to the nobuild...
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    You won't be able to make a node unbuildable unless you create a nobuild area several hundred (forget the exact number) units in radius around the nozzle. If you place it far enough from the weld access point, you can stop gorges from dropping on it.

    Try covering the node with a NULL texture func_water brush that moves into the floor when the weld is complete to see if that stops the commander from placing the node.

    I realize that I'm suggesting hackish workarounds when there should be an elegant solution, and I've added feature requests to the bug DB for both your problems (<a href='http://www.natural-selection.org/bt/bug_view_advanced_page.php?bug_id=0000688' target='_blank'>#688</a>, <a href='http://www.natural-selection.org/bt/bug_view_advanced_page.php?bug_id=0000689' target='_blank'>#689</a>). I'm honestly not sure when Flay's going to let me enhance mapping code -- we're in a bugfix and balance only lockdown at the moment until 3.0 is released. I'd have created that env_model entity people are asking for otherwise.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Thanks. I'll give it a try.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-XP-Cagey+May 29 2004, 12:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ May 29 2004, 12:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd have created that env_model entity people are asking for otherwise. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    We love you! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Would using the func_water prevent gorges from building on it? or just the commander? The commander being able to place the node isn't that much of a problem at the moment, because the marines still can't get to the node to build it. Since alien resource towers slowly build themselves, a gorge can put up the node and let it build itself, and once it builds (which takes a long time so it may be ok) they effectively have an invincible node until the marines weld the node open.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Using the water brush doesn't work. It prevents it from being placed when the pointer is anywhere in the water other than directly over the node, but you can still place it if the pointer is directly on the node or if its anywhere in the "snap" region outside of the water.

    Is this something that's definately going to be fixed/changed for whatever comes after 3.0? (are there going to be more updates to ns after 3.0?)
  • DefenserDefenser Join Date: 2004-05-15 Member: 28683Members
    <!--QuoteBegin-XP-Cagey+May 29 2004, 02:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ May 29 2004, 02:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd have created that env_model entity people are asking for otherwise. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    What's the use of that entity? Is that only for bringing model to map? I use env_sprite, it can load models too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (it can crash VHE if you havent edited ns.fgd(should it be actually gdf?))

    I have myself made fgd fix to correct this:
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Defenser+May 29 2004, 11:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Defenser @ May 29 2004, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-XP-Cagey+May 29 2004, 02:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ May 29 2004, 02:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd have created that env_model entity people are asking for otherwise. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What's the use of that entity? Is that only for bringing model to map? I use env_sprite, it can load models too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (it can crash VHE if you havent edited ns.fgd(should it be actually gdf?))

    I have myself made fgd fix to correct this: <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The env_model entity would add a model client-side, so that means it would not add to the max entity usage. Also, since it is client side, it would not be solid, so you'd have to encase it in clip brushes if you want it solid (currently cycler makes the models solid automatically).
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-ShdwStal+May 29 2004, 03:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ May 29 2004, 03:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Defenser+May 29 2004, 11:57 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Defenser @ May 29 2004, 11:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-XP-Cagey+May 29 2004, 02:01 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ May 29 2004, 02:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd have created that env_model entity people are asking for otherwise. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    What's the use of that entity? Is that only for bringing model to map? I use env_sprite, it can load models too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> (it can crash VHE if you havent edited ns.fgd(should it be actually gdf?))

    I have myself made fgd fix to correct this: <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The env_model entity would add a model client-side, so that means it would not add to the max entity usage. Also, since it is client side, it would not be solid, so you'd have to encase it in clip brushes if you want it solid (currently cycler makes the models solid automatically). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    In addition to features like making it optionally invisible to the commander/ visible only to the commander, optionally not drop to the ground, optionally use a custom light value instead of the one on the floor, etc.

    env_sprite is pretty limited.
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