DI and Harvester question
<div class="IPBDescription">Does it have to be on DI to spawn at game start</div>Seems my Harvester in my level is out of the infestation hive area and doesn't spawn in alien start anymore. Does it have to be in the infestation. I would hate to have to rebuild the area to get it into range.
Comments
Quit trolling Chris.
Quit trolling Chris.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah keep that out of the mapping thread, it's serious business in here.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->RT should be best protected by your hive<!--QuoteEnd--></div><!--QuoteEEnd-->...for once i actually agree with you Thaldarin, but if it's to close it will go down easily if caught in the crossfire.
Looks like i will have to find a "happy place" for my harvester. I am open for suggestions on how to alter area 37.
Regen + Spawning players + that'll be your most protected area structure wise.
If your hive is going down your RT should be down first. There's no caught in crossfire. It's how it should be forced to be.
I agree that the node should be close to the hive unless you have some super special gameplay mapped out, which is hard to do considering that we don't even know exactly how "normal" NS2 is going to play out.
If remove the power from that area to force marines to use portable power for that area,but can power be down by default in any particular area?.
If remove the power from that area to force marines to use portable power for that area,but can power be down by default in any particular area?.<!--QuoteEnd--></div><!--QuoteEEnd-->
In the editor, no, there is no flag to set to make a PP unbuilt by default. However, the lua code currently has the powerpoint classified as a structure with no team that is just hard-coded to be a completed structure on level init (I think I'm right, but it's late and I didn't spend a lot of time looking. Double-check PowerPoint.lua line 87 (function starts at 71)) if you want to fact-check). Certainly you could bring it up in the modders forum for a custom fix? It really should be an option in the editor, though (hi, devs!).
They still have loads to do with balance so i will leave it for now as something implemented in the game it's self should be done before a modifications as it will most likely cause confusion and make each custom map require a read-me file to clarify why the area is the way it is and special instructions to access it.