Damage Builings With Server Patch

NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
Some people here have discussed whether it is possible tu trigger_hurt buildings or not.
I just thought about this issue once again and decided to find out what is going on...
First I created a testmap with all kinds of trigger_hurts and a trigger_push - nothing. Then I added a button to switch the push on/off - still nothing, the buildings weren't destroyed. Then I remembered ns_nothing, as I wrote abive I have had my expeirences with those pits in it. So I loaded it in QuArK to see how the pits were constructed. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Exactly like my testmap, simply a trigger_hurt with damage set to 1000. A trigger_push was not needed because everything falling down there would already be moving. So whats the problem?!?
Ok... so I started ns_nothing from the command line with cheats on and tried the pit out. Surprisingly none of my buildings were hurt! Huh? Maybe I must start a lan game and add some bots?
/me starts lan game and adds a bot
Still nothing happens.
Then I got an idea: The only difference between my PC and the internet servers was the version of NS. I had 1.0 while the servers were running 1.04. So I downloaded the 6.3 MB of an update, installed it and browsed through the readme file... hmm no hint about changes regarding trigger_hurts. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Anyway I started a game of ns_nothing and tried it again - result: It works!!!! Damn, that is all! You just need the server patch for this to work! (Works with or without cheats, from command-line or in a lan game)
Ideally you should set damage to about 100,000 just to go sure nothing can get through your trigger_hurt.

Now lets start fragging some buildings and have the entities behave as they are meant to: Download NS 1.04: <a href='http://www.gamershell.com/download_1125.shtml' target='_blank'>NS Patch 1.04</a>

P.S.: You can kill every building except command consoles that way.

Comments

  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    nicely researched, KUDOS! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • Gimpy_Doodly_DooGimpy_Doodly_Doo Join Date: 2003-03-15 Member: 14521Members
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    Excellent news. I love you Nerd <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • CacoColaCacoCola Join Date: 2003-06-03 Member: 16978Members
    hmm

    make a map where there's a certain "zone" where skulks can push a button and WAMBOONIE! no more marine base <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    like a floor that can be electrified, lol
  • Browser_ICEBrowser_ICE Join Date: 2002-11-04 Member: 6944Members
    Or a dammaged room where water has floded the floor and electric cables are on the ground.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    omg, so much response <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    Why fry marines only? What about shooting a cable above a hive and ZAP! - no more hive? Btw... do you think it is a good 'bug' or whatever that you can't destroy command consoles that way?
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    interesting idea, makeing a weldable that destroys or hurts a hive for a short time...
  • Amped1Amped1 Join Date: 2003-02-08 Member: 13287Members
    Someone was working on a map that had weldables that you could use to damage the hives. For example you could weld a computer, which would start a countdown. When the countdown was done you could press a button to shoot a laser at the hive. I don't know if they finished it or not.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    My trigger_hurt kills everything except the hive. :? Is there a trick to get it to work on hives?
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    My guess as to the reason trigger_hurt doesn't hurt hives or te command console is because they are map entities, rather than player entities like all the other building (because they are placed on the map at the start, rather than created during play), so it's like they're a peice of map geometry rather than a building (which would also be why a parasite indicator will stay on the CC after it's destroyed). I don't think there's a way to hurt or destroy a hive other than killtarget (which removes it completely and permanently).
  • voogruvoogru Naturally Modified (ex. NS programmer) Join Date: 2002-10-31 Member: 1827Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    edited June 2003
    trigger_hurts hurt anything that is able to take damage.

    Its how I kill off ents in NSAdmin. And yes you can kill hives/CC's. The only thing is they must be "touching" the ent your trying to hurt.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    hmm... on my test map I was able to kill hives by a simpel trigger_hurt intersecting them. As I said: the only building I could not damage was the CC.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    I must be doing something wrong, I'll try again.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    It seems things go weird when you put a multimanager between a func_weldable and trigger_hurt. i.e. hives don't die.
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