Funny Hive Movements.
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">Unused posibilities.</div> If you dont know, you can attatch hives to origin brushes like func_walls.
This means you can make rotating and moving hives, for example moving a hive out of siege range with a button or moving a hive around in the map (like on a conveiour).
I dont know how buggy this is but I never experienced any problems on anything.
Lets move.
This means you can make rotating and moving hives, for example moving a hive out of siege range with a button or moving a hive around in the map (like on a conveiour).
I dont know how buggy this is but I never experienced any problems on anything.
Lets move.
Comments
Now all we need is some nifty func_train work and we have fun_carnivalshootingcontest with marines trying to pop hives as they go by.
If the aliens start in a random hive that is hidden, imagine : the whole game you stay in a dark room <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> F4 F4 F4 !
More seriously, there would be also a problem with the alien spawns.
The spawn range for each hive is something like 2000 and of course you will put them outside these possible hidden rooms for hives. But the range will remain even if a hidden hive is activated so you will spawn outside this closed room with no access to your hive (ex : for healing). I think it's impossible to deactivate only the hidden hives)
(**/me not sure to speak clearly. Tell me if you don't understand**)
access to hive, but will only trigger if the hive it leads to is built? Not sure if this is possible, since I have
never tried anything like it...and probably never will, either.
Another thing you could do would be a vertical torus kind of thing, with the hives swirling around at really high speed, and the rine base at the "bottom" of the torus. Think 2001 but with high-speed rotating hives.
Or perhaps mazefight could be modified, so the hives move around too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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Oh, and whats this stuff about hovar without flapping?
a really bad joke that needs to DIE~!#$@. Posted by smart_bomb while drunk. just a buncha lame ideas for future ns releases.
Esthetically speaking, it could provide a very nice FX visual effect, even in a serious map.
Does this work with command chairs too? So the commchair hovars away from marines...<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
work, then this should work as well.
Now, someone get me my jumping command console.
I would love to see a map where the sole purpose for rines is to hunt down their cc, and the aliens to find their hive...<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
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Stupid typo <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
I don't know how you could 'attach' a hive to an origin brush like Ollj said, or how you could even tell it how it was supposed to move. I can neither confirm nor deny that. I would also like to know how that might be done Ollj.
However, you can make a hive move using a func_rotating. This is because func_rotatings are very special. A func rotating can rotate or move unbuilt hives (If it moves through the hive's origin), the commander's view (if it moves at the same level as the commander), and I believe spectators as well. And of course players too.
You cannot attachs hives to trains. If you had spirit of HL 'movewith' then you probably could.
AFAIK there is no way to move the first CC. Again, 'movewith' would probably work if we had it.
Having a light follow a train would require a dynamic light map. Something that I don't think is possible with the HL engine. It would require a lot of modding to make that happen. You can make a few other things, like env_beams follow trains though.
I do have some test maps where I tried many of the things above, I could post them if you absolutely need proof.
I would really like to see a rotating (unbuilt) hive.