Some things I've ran into

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
edited November 2010 in Mapping
<div class="IPBDescription">started mapping again...</div>Just started mapping again due to the sheer awesomeness that is NS2, actually a map that has game-logic in there. However not all is dandy, observe:
<ul><li>Are omni lights broken or something in terms of power-grid. It seems they keep their original color. I've replace them with normal low intensity lights, which also work quite well and do also reset after a node has been fixed, unlike the official test maps. What's going on there...</li><li>Another thing is the collision mesh, the faces grouped in a layer<!--coloro:red--><span style="color:red"><!--/coloro-->*<!--colorc--></span><!--/colorc--> named CollisionGeometry stay visible. <!--coloro:red--><span style="color:red"><!--/coloro-->It should be a group not a layer<!--colorc--></span><!--/colorc--></li><li>Macs seem to float trough all wall prop, do I have to put faces behind them (Oh mah gawd that would be annoying!)</li><li>Speaking of MACS... Why are they constantly facing "east". Might it be related to the fact that I'm not using the "ns2_" prefix currently? I've read nothing in the guide on that...</li><li>Also it seems the power-grid nodes are connected to the location entity instead of the trigger (guide outdated?)</li><li>Do we actually have a list handy with all known console commands? Search and the wiki say nothing...</li></ul>


<b>Sidenote:</b>
I've got all basic entities in, xept for the RR ones and just 1 alien spawn/hive/resnode. But the map does work...

Comments

  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    MAC movement is broken anyway, they can float through everything.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    But MACS do keep facing east, it's like they're praying towards MACCA and we happen to be due west of it...
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111301" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111301</a> - My Hilights post will help you
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2010
    <!--quoteo(post=1809840:date=Nov 24 2010, 05:03 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Nov 24 2010, 05:03 PM) <a href="index.php?act=findpost&pid=1809840"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=111301" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=111301</a> - My Hilights post will help you<!--QuoteEnd--></div><!--QuoteEEnd-->
    I see what I did there... I've put the waypoints in a layer, they should be in a group... Same goes for the clipping hull, I guess?

    Ah the bane of misreading just one word :P





    [edit]
    Well it got fixed except the praying to MACCA MACS and they are still going trough walls.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I had this issue to and to remedy it, where a mac would wonder off course through a wall i just added some way-points in that area so the temptation to disobey orders it less as it seems they go for the nearest way-point in view of the direction the are heading. This hasn't worked 100% for me (yet) but there are still some holes they slip through but it did fix allot of my mac/wall problems.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2010
    Yeah, I've got AirWaypoint group in there with the navigation points, but they seem to ignore them... Also currently my Marinestart is made up out of mostly prop walls with faces to fix holes and tie it all together. Do they ignore props and do we have to put CollisionGeometry all over them?
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    I tried it, does not always work
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    <!--quoteo(post=1809676:date=Nov 24 2010, 12:49 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Nov 24 2010, 12:49 AM) <a href="index.php?act=findpost&pid=1809676"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->[*]Also it seems the power-grid nodes are connected to the location entity instead of the trigger (guide outdated?)<!--QuoteEnd--></div><!--QuoteEEnd-->

    The guidelines are outdated, sorry about that. Barlow's thread is the most up-to-date.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    You are right on adding way-points not stopping the macs/drifters going through walls, i loaded a level i was working on way before and they worked fine but after i added way-points in a new area they seemed to want to take a shortcut through the wall almost like a link was broken in the chain. If you put to many way-points they tend to revert to the last and follow back 2 to 3 way-points before they go to your commander way-point. To early to speculate if this is a bug or just poor way-pointing on my part.

    I don't know how they work exactly but i assume they calculate the shortest distance and follow the shortest path in line of site way-points until they reach an impulse to build/attack much like the way-points for witchbot or rcbot where the player/structure becomes the target way-point in the chain. So if the line of site is in fact seeing through the walls they will go there as part of the chain in the shortest calculated distance.

    I did notice that some of the areas that do this, turrets fire through the walls also and i have no Rochette animations or sounds when i shoot the texture. Props have always been this way. Also on a side note,macs can weld power nodes from other sides of walls that are at least 60" away. Maybe if i change the texture,i'll try that as it seems some of the materials might be missing but that still doesn't fix props.
    Bah, thinking out loud again.
    Okay, i'll stop rambling now.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2010
    It seems the group I accidentally put the MAC/Drifter waypoints in the GroundWaypoints group, now that they are in the correct group (AirWaypoints) all is fine. Can I have a D'oh!?

    The MACS (and Difters) no longer face east towards MACCA anymore and also follow paths indeed. CollisionGeometry seems to be ignored mostly though... But at least the Skulky now has an easier time wallwalking all over the place!

    @SN.Wolf I've also noticed they indeed try to go to the nearest waypoint before setting off in the direction they should go, probably because of line of sight issues. Weirdlings they are!




    Now onto the next problem, which is a bug I'm sure :P

    How to stop them from entering vents. Should we hide the vent floors for now, for the comm/hivemind?




    Ah well now that I finally have all the kinks worked out, I can start filling in the rest of the map. YAY!
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2010
    Don't want to start a new thread for a simple weird thing I encountered. But this does make me a sad Gorge, the fact that were not allowed by the engine to place tech_points at angles on the Y axis. Logical is might be, t'is still a bit inconvenient for mah 45degree angled room. Might have to rethink the tech_point in that one <img src="http://members.home.nl/m.borgman/ns-forum/smileys/sad.gif" border="0" class="linked-image" />


    Here the tech_point was set to an angle of 45degrees, but as soon as you build something on it. It reverts back to the 90 degree angle it is in love with
    <a href="http://img406.imageshack.us/i/commandfacilitychangesa.jpg/" target="_blank"><img src="http://img406.imageshack.us/img406/6047/commandfacilitychangesa.jpg" border="0" class="linked-image" /></a>

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  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    I know how you feel Kouji. I have a 45 degree room myself, I hope they allow us to do that.
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