<div class="IPBDescription">...or am i...heheh... wahahahah!...huh?</div>I was starting a level and i was wondering Should all doors just open when you get close, or should you have to press use?
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
It's up to you, really...
But something to consider is that the "func_door"s are not quite working properly, and must be opened by something else activating it. Like a button... At least that's what I gather from what's been said on these forums.
Or if you do want it to open when you walk up to it, you could use the "func_presence" entity.
i think this was a NSTR problem only, or at least, i expect it to be fixed in the final release. when the mass arrives. when total mapping carnage begins.
i would advise mixing it up in the right places. for example:
if you have a really big heavy door or lift or something big like that - make it so you have to open it with a button. This will cause the marines to sit there and just "watch" for a moment as one person hits the button and this gigantic door/lift slowly opens/lowers. this adds to the "shared experienced" factor
if you have just a regular door that wouldn't add to the "shared experience" catagory or a hallway with sets of doors that would be REALLY annoying to have to push a button to open each one...then have the doors triggered by a func_presence.
vary it, have some open, some closed, some button operarted etc. Makes it more intresting :_) especially when you open a large door to find 5 large drooling bob's in front of you
Could have doors that open so far and so you all have to squeeze thru the gap one by one makeing it a very vunerable area for marines.
And adding to the 'Shared Factor' <- <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> .
Perhaps if you had a wide door that opens upwards, but grinds ot a halt with only crouch-space available? Level 1s, 2s and 3s could zoom under it. Level 5 wouldn't be able to get past it at all though, so beware.
Back in the day when I was planning a map, I utilized the crouch to get through a door idea. I only did it on a loading door, so you would need about 4 people to block it *hint* - good place to do it, big door so it cant be blocked <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
But something to consider is that the "func_door"s are not quite working properly, and must be opened by something else activating it. Like a button... At least that's what I gather from what's been said on these forums.
Or if you do want it to open when you walk up to it, you could use the "func_presence" entity.
when the mass arrives.
when total mapping carnage begins.
if you have a really big heavy door or lift or something big like that - make it so you have to open it with a button. This will cause the marines to sit there and just "watch" for a moment as one person hits the button and this gigantic door/lift slowly opens/lowers. this adds to the "shared experienced" factor
if you have just a regular door that wouldn't add to the "shared experience" catagory or a hallway with sets of doors that would be REALLY annoying to have to push a button to open each one...then have the doors triggered by a func_presence.
And adding to the 'Shared Factor' <- <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> .
/me keeps that in mind...
Perhaps if you had a wide door that opens upwards, but grinds ot a halt with only crouch-space available? Level 1s, 2s and 3s could zoom under it. Level 5 wouldn't be able to get past it at all though, so beware.