Temp Work Around For Buggy Holoroom Nodes

LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
go to this thread and scroll down to my post. Originally people thought you could only work around it if you were alien but I've got the marine work around. I'm pretty sure it's just getting that sweet spot that counts, for either team. I sure hope they get this fixed soon in the next version.

<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21411' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=21411</a>

Comments

  • The_SpectreThe_Spectre Join Date: 2002-11-18 Member: 9212Members
    Basically, the problem is that when you stand next to the "bugged" node as gorge, or you're trying to place on it as comm, you're also in "range" of the other node. For some reason, it tries to place the "non-bugged" one first when you're in range of both. Then, it sees that it's already built, and therefore cancels the RT. <i>Without</i> checking to see if there are other (unbuilt) nodes in range.

    The fix is, therefore, to place it as far from the "non-bugged" node as possible.

    For marines, you have very little margin of error, so there is only widowmaker's "sweetspot". For the gorge, you just have to stand far enough from the "non-bugged" node so that it's not in range, but the "bugged" node is. The range for aliens is surprisingly large, by the way.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    Bump, because this is important for comms to see, and because I've confirmed that doing the 'very very edge of the selection circle' method will put the resource tower in the proper spot, just like the poster said in that thread. Kudos to him for finding that out, and here's hoping that 1.1 comes along and fixes that before too much longer.
Sign In or Register to comment.