Weldable Vents
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
<div class="IPBDescription">feature or bug?</div> You can weld them shut from outside.
Once closed, you can open them with parasite from inside again.
Some you can CLOSE with parasite from inside also.
Once parasited you can weld some of them them to toggle their state again.
WTH?
Is this a feature for a strategy I cant get, or a bug?
I dont get the strategical meaning of the Marine-Spawn-Vent of ns_nothing either, nobody might miss it if its gone.
The Marines-Spawn-Vent of ns_bast is pure evil, but fair most times, just secure its entrance or get grenades and never ever weld it shut.
Once closed, you can open them with parasite from inside again.
Some you can CLOSE with parasite from inside also.
Once parasited you can weld some of them them to toggle their state again.
WTH?
Is this a feature for a strategy I cant get, or a bug?
I dont get the strategical meaning of the Marine-Spawn-Vent of ns_nothing either, nobody might miss it if its gone.
The Marines-Spawn-Vent of ns_bast is pure evil, but fair most times, just secure its entrance or get grenades and never ever weld it shut.
Comments
<!--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-->The Marines-Spawn-Vent of ns_bast is pure evil, but fair most times, just secure its entrance or get grenades and never ever weld it shut<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
</edit>
yeah, I've often wondered about that vent myself. Unfortunately, the source was killed in the dual-developer-drive crash of ought-three, and like nancy, this is it's final release (not to mention that the mapper left the community). Not much we can do, and I'd have to assume he meant for it to be like this (toggleable once it's welded), because it's the only one I can place that works that way. I weld it, wait for a gorge to build crap up there, grab a GL, and open it and spm it all to bits. Poof! there's a few res gone in the least (for the gorge).
<edit2> as for the vent in ns_nothing, that vent is very strategic. It provides a quick way to marine start that the rines usually don't watch. You can spore from it, or if you're the first one in, the chances of them noticing you behind the glass is low, so you can gorge in there and bile-bomb the hell out of MS. It's worth it IMO to weld it, as it pisses me off when it's welded and I'm a skulk.</edit2
2) Are yall possibly talking about Bast?
2) Are yall possibly talking about Bast? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
are you propably only reading half of all posts?
2) Are yall possibly talking about Bast? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
umm, I think I read that right.... oh yeah, I <u><b>DID!</b></u>
<!--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-->The Marines-Spawn-Vent of ns_bast is pure evil, but fair most times, just secure its entrance or get grenades and never ever weld it shut<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
BTW, don't you just hate stupid college essays.
@kfdm: I got all the stupid college essays out of the way the first 2 years <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Thanx for the tip LoRDxDeMoN, I'll have to try that sometime. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I wouldn't mind them being unweldable by alien spit or something, meaning constant checkups and re-welding has to take place...but one parasite or a bite...it's just silly.
-Lee
it'd be cool if the doors could be welded and had to be unwelded by gorges or something but then again I should really stick to the S&I forum with this kinda stuff ^^;
read the change log
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=31&t=44862&hl=parasite+fun' target='_blank'>http://www.unknownworlds.com/forums/in...hl=parasite+fun</a>
I don't know of any vents reopenable by parasiting. Which ones are those? <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
-Impy <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo-->
Func_weldable is NOT the door itself, which closes over the vent when the welding is completed. Func_weldable triggers a door to open or close, instead. This should only happen once. Veil and Bast have been improperly set up, however, to allow them to be triggered by means other than the func_weldable. Veil's marine spawn vents are the wackiest thing I've ever seen. I have no idea what combination of func_breakable, func_weldable, and func_doors it uses, but it gets h4x0red too easily.
If I had to hazard a guess, I'd say it's a func_weldable triggering a func_breakable to trigger a func_door.. so when the weld finishes, something breaks and the door closes. It's apparently not working properly because the object doesn't break, and the door still shuts. Thereafter, skulks can break the object using parasite and reopen the vent. O_o
My brain hurts.
Finnaly, it's been fixed!