I Got A Request

NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
<div class="IPBDescription">request here</div> I got a request, its a world entite, one every one can use well a few, and i would like sevral people to take a crack at the task.

-ok ya got a yes node taps if you will, the steel mounted bit that coems out of the ground.
Now i have seen these taps stored on a 83 degree lean agaisnt a wall

lets exstend this further shall we

- a rez tap covered in infestations, cant be used.
Now the holes blocked off, you can just make it out its a uncaped node covered in infestaion

- a rez tap covered in destroyable infestation.
Once infestations takes x amount of damage it breaks off in a visual, adn hte node can be caped like normal, would require a trigger i guess, in the end that changes hte texture key so a node can be droepd as wel las uses breackable terrain

ok here were its starts to get interesting

- a wleded up blocked off and emergency rez node clamp, its a big metal stoper stuffed in the rez nozzle and fastend in place
, just cosmetic this baby can be distributed to apear like theres more nodes than not, great for co maps also, give it a bit extra, so that its looks like the pressure valve turners snaped off or bent

hers the cool one *nods*

- same as above, but the steam wheel valve thing is in tackt, give it a welder sign above it, rine walks up welds the sucker, valve breaks open, changes the texture key allows rez nodes to be droepd on it now

-also give ti a reveres effect,, could cripple a map, but not if tis got a few extra nodes on it, make one block offable, inother words stack a few of these stopers, near it for cosmetic looks along het walls, but allow rines to walk over to and weld up and block off a working rez node, with these bad boys

heck you can make it a two way effect, if you make tough steel nanite enhnaced plugs, that cant be destroyed by aliens, and then you can make, emergeny semieless permanate caps prone to damage say form a sulk after 35 bites *shrugs

go hard guys would like to see what you think

and if this has already been thought of and is out there already, plz dont post links and claim it as ya own hehe

Comments

  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Blocking off res nodes is unfair to Aliens unless they have something to unblock it, in any case I think that ideas for mapping that ask the Devs to significantly change the gameplay probably won't be accepted.

    The infestation on res node idea would be interesting apart from the fact that logically Aliens should be able to just disperse the infestation without having to damage it.

    Making a func_breakable over a res node may be possible, but I'm not sure about how far you have to be from a res node to build on it, and, given that you are close enough, whether you can build through func_breakables or solid brushes regardless.

    Some (not all) interesting ideas that should probably be implemented in Source if possible.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited July 2005
    The problem with func_resource is that even if you block it the comm and gorge still can build on it. Doesn't matter if its underwater , completely blocked of by a solid world brush or any other brushbased entity

    Has something to do with the snap on resnode thing I guess when you want to build a resource tower.

    Or has this been fixed? I don't know since I haven't played arround with this idea with the latest version of ns and I don't feel like it right now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    ok what is hte func_rez and funk_breakable, painted ont to, is it a texture, a invisable trigger, or the acctuly 3d entite

    as i was thinking with some behidn hte sences movie magic sertain aspects could be camaflaged

    i think, if you thro 15 rez nodes into a map that can or should only support 12, its up and allow rines to weld a few closed, in hte middle ish areas of hte map, it could be a viable tacktic or totally skrew up the game for them

    i am saying have dumbie nodes, there, then once hte trigger or the switch becoems active, replace hte dumbie nodes with real nodes, if its only a skin that needsrepalceing then so be, it, yes these would be great for source, but if the ycan be done now wouldnt you lie kto see them done

    obiously the revers ones were you block off nodes, would replace active funk nodes, like were talking totaly destroy that entite and stick a dumbie one in the excsack location a split second before the others deleted and blam-O

    of course hte tigger would have to cheack to see fi there was a node on it, and so on and so fourth

    come on people jstu give hte idea another thought a second glance and hae a crack at it, for some it could be a learnign xp, others may just breeze it
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    So to recap

    1 - Dumbie rez node model, one were things can't be built on.

    2 - Dumbie rez node model, with a cap or a plug on it, preferable a steel preshure cooker top, should be real heavy thick steel, maybe even rusted as if its not or hasnt been moved in a long time.

    3 - Same as above, but with a broken steam valve, and various other parts to signify this isn't coming off.

    4 - Same as 2, but made out of a newer really light weight steel, sort of like a portable emergency plug.

    5 - A blocked off with heavy infestaion that can be broken away to reveal 6.

    6 - Just a infesation covered rez node skin.

    If 5 could have a little part in the center that bubbles up then relases rez in a idle repeating animation that would be great.

    I have put the idea forwards to the maping monkeys to work out how to code these buggers, also i hope some of them can model up these bad boys as well.

    Would like multiple people to have a crack at it please.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    the problem is like someone said before:
    after 8 1/2 hours at work Im not in the mood to read through posts that even hurt the eyes of people who learned englsih at school.

    Im just not in mood...

    and please nex: try to use the buttons on your keyboard in the right order at least <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    <!--QuoteBegin-NEX9+Jul 7 2005, 09:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NEX9 @ Jul 7 2005, 09:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So to recap

    1 - Dumbie rez node model, one were things can't be built on.

    2 - Dumbie rez node model, with a cap or a plug on it, preferable a steel preshure cooker top, should be real heavy thick steel, maybe even rusted as if its not or hasnt been moved in a long time.

    3 - Same as above, but with a broken steam valve, and various other parts to signify this isn't coming off.

    4 - Same as 2, but made out of a newer really light weight steel, sort of like a portable emergency plug.

    5 - A blocked off with heavy infestaion that can be broken away to reveal 6.

    6 - Just a infesation covered rez node skin.

    If 5 could have a little part in the center that bubbles up then relases rez in a idle repeating animation that would be great.

    I have put the idea forwards to the maping monkeys to work out how to code these buggers, also i hope some of them can model up these bad boys as well.

    Would like multiple people to have a crack at it please. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    1 - Use the regular resource model.
    2 - Use the regular resource model.
    3 - Use the regular resource model.
    4 - Use the regular resource model.
    5 - Use the regular resource model
    6 - Someone has an infested skin resource model

    As for your "bubbling" stuff... Use particle systems.

    As for other people doing your work... why not do it yourself?
  • 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
    I had to go through quite a bit of pain to make the weldable resource node in ns_shiva. I ended up giving up on preventing it from being placed and just make something that would smash it soon after. As Kouji said, when you are placing a resource node, it checks where you are pointing at for validity, rather than the place it will snap to. This means that in order to make a resource node unbuildable, you have to make the entire "snap to" area unbuildable. This is very hard to do.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    so what are teh exsackt step you take if i gave you a blank square courner of a room, what the exsackt step you would have to take to lay said rez nozzle in that cournerof the room and make it so, rez nodes snap to it and build on it
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    What I did on stormsiege was made a small brush that covers over the res node and texture it with no build on all sides. When the doors open those brushes act as doors and sink away so they can be built on. It prevents 90% of drops.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    so can no build texture be used to fade away n welding, or can they be made to fade in on welding, as well as damage and so on?
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    it's basically a func_door covered with the nobuild texture that covers the res node. Actually you could a func_wall_toggle too and just skip the door properties.
  • NEX9NEX9 Join Date: 2005-03-08 Member: 44299Members
    hum so, any renders of these rez nozzles with weldable caps and so on

    cos a func_door needs something to be drawn on
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