Hi, I am not new to the game its just that I' m not a commander very much and there are still things I need to learn. I wanted to ask this question how do you open/close doors, or bring up/down elevators as a com?
Not sure if it works, tried so many times but nota <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Would be nice to open the door to mess hall when it's been blocked off.
Took me a while to figure it out, for some reason clicking on thre switch rarely works but clicking on the lift/door almost always makes it operate. Impresses marines too, or wakes them up... most marines dont expect a door to go unless there's a skulk on the other side <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Yeah, it only works on certain entities. I guess it's up to the map designer.
If you are having trouble getting it to work anywhere, try ns_bast. You can rotate the huge STBD airlock by clicking on it. Actually, bast has a TON of doors and lifts you can play with.
Hopefully, the comm opening doors thing will work alot better in v2. it gets up my **** when you cant tell if a door does or doesnt work, sometimes I click it then I click the switch, it opens, sometimes i click it it dont opn but sometimes it does... it's irratitngly unpredictable.
I actually found out quite a good way of working this u type +use in the consule as commander and press and hold right click over the door on the minimap and move it around alittle this normally opens it very easy altho it would be wise to have +use and -use bound to keys.
Thier is also a pickup weapon i hear but have never done it nor seen it done.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--Jasp+Jul 3 2003, 01:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jasp @ Jul 3 2003, 01:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I actually found out quite a good way of working this u type +use in the consule as commander and press and hold right click over the door on the minimap and move it around alittle this normally opens it very easy altho it would be wise to have +use and -use bound to keys. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Pressing and holding your use key should have the same effect as typing '+use' in console.
<!--QuoteBegin--a civilian+Jul 3 2003, 01:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Jul 3 2003, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Jasp+Jul 3 2003, 01:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jasp @ Jul 3 2003, 01:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I actually found out quite a good way of working this u type +use in the consule as commander and press and hold right click over the door on the minimap and move it around alittle this normally opens it very easy altho it would be wise to have +use and -use bound to keys. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Pressing and holding your use key should have the same effect as typing '+use' in console. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Also, this is actually a bug (have a look at the 2.0 changelog). Commanders aren't meant to be able to use their use key, as it (apparently) means they can build structures.
Yes, since the commander is actually floating around above the map, he can build structures if they're high enough up. I'd love to see door-opening by the commander be used more. Things like opening doors with OCs on the other side so that the marines can shoot the chambers at range instead of having to open the door themselves and get hit. Or bringing slow lifts up to meet the marines so they don't have to waste time waiting for them (quadlift comes to mind).
The marine door opening with ocs on the other side is a problem? Meh, the best places to hide from them is right up at them in a corner or really far away. I never was able to open doors as comm, I'll try it now with this new info (It's new to me okay?)
To finaly clear this up, and it may be hard to understand if you dont have any mapping knowledge, but here goes.
To open a door with a button or switch, the door has to have a name, the mapper gives it one. Then the button that "targets" the door knows which door to open by its name. These doors CANNOT be opend by the commander.
A door that opens by hitting your "use" key or just by getting close to it dosnt need a name, since no button or anything else will "target" that door. These doors CAN be opend by a commander.
Hence, a door that needs a button or switch to activate it cannot be opend by the commander. Doors that open with just the "use" key or by being near it can be opened by the commander.
i know you can open doors that require using buttons normally so that cant be right.
And also, in tanith in the reseach labs room by waste handling there is a green thing you can push that shoots out electricity. My friends went aliens and sat by it unharmed but i though it was cool. anyone know if there anyuses for this??
never knew you could open doors and lift up elevators as a comm, but now i know u can <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> .
hendrickson, I noticed the green thing too! I think its MEANT to do damge to enemies who are running by, but doesnt, mabye it has some other purpose? It should create some new entrance to waste hive...
I saw a similiar thing occur on a level (forget which one) but the COMM turned off some lights on the level and I wondered how he did it. I started a LAN game to figure out how he did it, but I never found out. Anyone know how he turned off the lights? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
The trick with the doors is to click on the part of the door you could see if you were a normal player.
So for example in ns_bast, below the elevator from marine base there is some doors. When you open them you can see lots of the door outside the visible area for normal players. Clicking on that part of the door will do nothing. You have to click on the tiny part of the door that is visible as a normal player.
As far as I can tell if there is a trigger_relay or multimanager between a func_button and a func_door then the commander hacks don't work. i.e. ns_caged doors left from marine start, and ns_bast elevator in marine start.
and also check in ns_bast,try shooting those pipe-thingys in STeam Generatiopn,they pretty much explode,but they dont harm you
and some doors....well....lets say they dont open to comms but most do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Try left-clicking once or twice,or a lot....depends on your PC.
that makes so much more sence to me now. I started to think that some maps were bugged or had ghosts in them. Doors opening before I got to them and nothing on the other side, Lifts moving, things being built when no one is around! Call Ghost Busters! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Read this topic, same question. I outlined what can and can't be done for doors/switches. Actually... I'll just repost it here.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Easiest way is to double click. This is what I've got to work so far:
Map: Bast, the wide door below the lift at marine spawn is easy. I've yet to get the lift to work. The rotating door works. The lift that runs parallel to tram tunnel works, the door to engine hive works, the lift between water treatment and main aft works. The little hatch door next to the res node that aliens start with in refinery will open, but I can't get it to close (can't remember if I have succeeded or not).
Tanith: the lift between chem transport and acidic solution works. The doors to cargo can also be opened by double clicking.
Hera: After welding, you can open/close the security doors near reception. Cargo lift works. Unsure on the doors around cargo, but I believe they work.
Nancy: I have yet to get ANY door to open on nancy, regardless of switch or just the need to be "used" to open
Nothing: quadlift, the lift next to it, and the lift in generator all can be raised/lowered by the comm. Also, I believe the 2 doors near powersilo can be opened/ closed as well as the door near generator.
Eclipse: Nothing can be opened or closed.
Caged: Shipping tunnel door can be opened/closed. Good to test if gorge has blocked it. I believe the door airlock style doors can be opened, but I'm not 100%. I usually don't use it when commanding. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Comments
Impresses marines too, or wakes them up... most marines dont expect a door to go unless there's a skulk on the other side <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
If you are having trouble getting it to work anywhere, try ns_bast. You can rotate the huge STBD airlock by clicking on it. Actually, bast has a TON of doors and lifts you can play with.
Thier is also a pickup weapon i hear but have never done it nor seen it done.
Pressing and holding your use key should have the same effect as typing '+use' in console.
might have sometihng to do with the fact that you have to use doors to open them?
Pressing and holding your use key should have the same effect as typing '+use' in console. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Also, this is actually a bug (have a look at the 2.0 changelog). Commanders aren't meant to be able to use their use key, as it (apparently) means they can build structures.
I'd love to see door-opening by the commander be used more. Things like opening doors with OCs on the other side so that the marines can shoot the chambers at range instead of having to open the door themselves and get hit. Or bringing slow lifts up to meet the marines so they don't have to waste time waiting for them (quadlift comes to mind).
To open a door with a button or switch, the door has to have a name, the mapper gives it one. Then the button that "targets" the door knows which door to open by its name. These doors CANNOT be opend by the commander.
A door that opens by hitting your "use" key or just by getting close to it dosnt need a name, since no button or anything else will "target" that door. These doors CAN be opend by a commander.
Hence, a door that needs a button or switch to activate it cannot be opend by the commander. Doors that open with just the "use" key or by being near it can be opened by the commander.
And also, in tanith in the reseach labs room by waste handling there is a green thing you can push that shoots out electricity. My friends went aliens and sat by it unharmed but i though it was cool. anyone know if there anyuses for this??
So for example in ns_bast, below the elevator from marine base there is some doors. When you open them you can see lots of the door outside the visible area for normal players. Clicking on that part of the door will do nothing. You have to click on the tiny part of the door that is visible as a normal player.
As far as I can tell if there is a trigger_relay or multimanager between a func_button and a func_door then the commander hacks don't work. i.e. ns_caged doors left from marine start, and ns_bast elevator in marine start.
and also check in ns_bast,try shooting those pipe-thingys in STeam Generatiopn,they pretty much explode,but they dont harm you
and some doors....well....lets say they dont open to comms but most do <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Try left-clicking once or twice,or a lot....depends on your PC.
I started to think that some maps were bugged or had ghosts in them. Doors opening before I got to them and nothing on the other side, Lifts moving, things being built when no one is around! Call Ghost Busters! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Read this topic, same question. I outlined what can and can't be done for doors/switches. Actually... I'll just repost it here.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Easiest way is to double click.
This is what I've got to work so far:
Map: Bast, the wide door below the lift at marine spawn is easy. I've yet to get the lift to work. The rotating door works. The lift that runs parallel to tram tunnel works, the door to engine hive works, the lift between water treatment and main aft works. The little hatch door next to the res node that aliens start with in refinery will open, but I can't get it to close (can't remember if I have succeeded or not).
Tanith: the lift between chem transport and acidic solution works. The doors to cargo can also be opened by double clicking.
Hera: After welding, you can open/close the security doors near reception. Cargo lift works. Unsure on the doors around cargo, but I believe they work.
Nancy: I have yet to get ANY door to open on nancy, regardless of switch or just the need to be "used" to open
Nothing: quadlift, the lift next to it, and the lift in generator all can be raised/lowered by the comm. Also, I believe the 2 doors near powersilo can be opened/ closed as well as the door near generator.
Eclipse: Nothing can be opened or closed.
Caged: Shipping tunnel door can be opened/closed. Good to test if gorge has blocked it. I believe the door airlock style doors can be opened, but I'm not 100%. I usually don't use it when commanding. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->