Toggle No Build Zones
Faz
Join Date: 2004-01-31 Member: 25852Members
<div class="IPBDescription">A feature request really</div>So... What I really want is the ability to have a no build zone that can be triggered on/off by either a weldable or an event.
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Reason:-
I like weldables and stratigic maps, and I wanna be able to have a weldable walkway platform the can extend out bridging a gap saving the marines time to get around the map, but as it extends maybe I would like the marines to be able to build on it and maybe give the marines more options in how they would siege a hive ect.<!--colorc--></span><!--/colorc-->
Weldables are not used enough in maps if you ask me, and they are getting watered down more and more just look at ns_caged and ns_hera scince the first versions of the maps, alot have them have dissapeared <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
<!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro-->Reason:-
I like weldables and stratigic maps, and I wanna be able to have a weldable walkway platform the can extend out bridging a gap saving the marines time to get around the map, but as it extends maybe I would like the marines to be able to build on it and maybe give the marines more options in how they would siege a hive ect.<!--colorc--></span><!--/colorc-->
Weldables are not used enough in maps if you ask me, and they are getting watered down more and more just look at ns_caged and ns_hera scince the first versions of the maps, alot have them have dissapeared <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
Comments
or just completely remove them.
id like to see the former personally.
Toggle No Build Zones is also a <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->YES!<!--colorc--></span><!--/colorc-->. Is this not in the original NS? I never designed a map for it, so wouldn't know...??
Question: What happens to structures on a Toggle when it is turned on? Do they all blow up or disappear, or just remain there and slowly die, or just not work? I would love to see a NoBuildZone Brush Entity, which gave you a list of options as to what happened to the buildings inside the brush and weather it started on or off. You could have all the things I have mentioned there like: The buildings explode. The buildings take damage slowly/quickly. The buildings vaporise. The buildings are there but don’t work and give no advantage to the marine team. Same as before but start working again after NoBuildZone is turned off. To name just a few ideas.
This would allow for some sick maps, like areas that flooded with water or larva destroying the buildings in it, or buildings got sucked into space or whatever. All (except the last one, which would rely on buildings being physics boxes or something and have trigger_pushes envolved) could be done if a NoBuildZone brush entity was introduced to the hammer editor. <!--coloro:#FFFF00--><span style="color:#FFFF00"><!--/coloro--><b>How hard can that be??</b><!--colorc--></span><!--/colorc-->
i'm suprised you can't already do this tbh - just give the entity in hammer a name field, and toggle on/off
then it can be triggered by any event you wish <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />