I Need A Little Help

iownjuiownju Join Date: 2002-12-22 Member: 11388Members
<div class="IPBDescription">Need info. about the 1 story thing</div> I know that in NS you cant have 2 floors over each other because if the commander situation. But im planning to make a map and i need a little help. Now, i want one of hives to be a 2 floor situation, but i was wondering if there was a way to make it work. Heres what i have planned for the room.

The room is going to be fairly big, its going to be a greenhouse type thing, with a glass roof. But this is where it starts getting tricky, because i want ti to be 2 floors in a way, above the glass roof, i want to have water, like a pool type thing, and above that, i want a small little bridhe that goes across th whole room, (just in the middle) and i was wondering, could that work, because the bridge wont take up that much room, and the rest of the area is going to be water, then you get the glass roof, then the room its self that holds the hive.

So, i was wondering if there was a way to make the health packs or what ever go through the water, roof and hit at the bottom where it is supposed to land. I figured maybe making everything fun illionsanary and just putting a thin layer for the cliping brush over it would work, but im not sure how aliens would work with that, if they would be able to go up that or not.


So, and help and advise would be apperaciated <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

Thx

Comments

  • iownjuiownju Join Date: 2002-12-22 Member: 11388Members
    bump <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
    You could easily put func_seethrough in spots where the commander should be dropping stuff, or just in certain areas where marines can get health/ammo and whatnot. Ex; the water floor could have func_seethrough.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    I want to see how you do this within 700 wpoly.

    func_seetrough and func_illusionary is what lets stuff fall trough.
    You can not drop above func_water.
    In older fgd's there was the option to fill func_illusionary with water, an alternative is a func_illusionary with a !liquid texture on it, no clue if that contains water...
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited August 2003
    <!--QuoteBegin--Ollj+Aug 21 2003, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Aug 21 2003, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In older fgd's there was the option to fill func_illusionary with water, an alternative is a func_illusionary with a !liquid texture on it, no clue if that contains water... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    When Merl did some optimization of the clipnodes generated by entities, he made it so the tools ignore func_illusionary entites for clipping purposes... since that's the case and the clip hull would be storing the effective location of water for players, I don't think either Merl's 1.7 or my copy of the tools would allow water effects within a func_illusionary even if the engine supported it. I could theoretically add the func_illusionary clip brushes back in if the entity's content type value (stored in the "skin" key/value pair, according to the SDK--talk about counterintuitive) was set to something other than empty.

    Evidently setting skin to -3 is supposed to give you a water-like func_illusionary... if people ask for this, I can update Merl's noclip code to restore the functionality.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    edited August 2003
    If the clipping node contains "water" information, and func_illusionarys create these nodes, wouldn't the item-dropping code take the node information into account and prevent the comm from dropping there? (Which is the problem in this case, right, so making your suggested modification to the compile tools would be pointless?)

    Alternatively, why not ask Flayra to make it so the comm can drop stuff into water in the next NS patch? I mean, why not? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • iownjuiownju Join Date: 2002-12-22 Member: 11388Members
    alright, so you guys are saying that you cant drop items thorugh water.. So if i just amde it it a func_illisoinary it shold let it pass, but would that let you have the look of the water. I could always make it a trigger_hurt if they touch the water or something. But can sluks climb on the clip texture??
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    the skulk cannot climb the clip texture and i think the water section of the ilusionary works but il ahve to check
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