Vent Questions

OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
edited January 2003 in Frontiersmen Strategy
<div class="IPBDescription">On certain maps</div> 1. I was having fun as a skulk in ns_nancy, running around in the maps rich and beautifull vent network. Then all of a sudden a marine, without jetpack I'm sure, walking around at ceiling-level (not quite the highest level of the vent, but above groundlevel for most locations on the map.) He was parasited, so I was able to kill him before he even noticed me. BUT I wonder, how the hell did he get up there?

2. At ns_bast it's possible to bust the vent outside the marine spawn. In several games I've welded it shut but later on there were fades coming in through that vent - I hate it when that happens. So how is it done? Just hitting it alot with any weapon? Is it a bug?

3. Sometimes at ns_hera the vents won't shut after welding them. At some vents you can 'use' to open & close, but I'm talking about the ones you can't use. For example, the one at holoroom, when you come from Hera Entrance & Reception and it's on the left hand side, the vent opening is shaped like a box.

Comments

  • sekdarsekdar Join Date: 2002-11-21 Member: 9564Members
    <!--QuoteBegin--Orcrist+Jan 15 2003, 06:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Orcrist @ Jan 15 2003, 06:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1. I was having fun as a skulk in ns_nancy, running around in the maps rich and beautifull vent network. Then all of a sudden a marine, without jetpack I'm sure, walking around at ceiling-level (not quite the highest level of the vent, but above groundlevel for most locations on the map.) He was parasited, so I was able to kill him before he even noticed me. BUT I wonder, how the hell did he get up there?

    2. At ns_bast it's possible to bust the vent outside the marine spawn. In several games I've welded it shut but later on there were fades coming in through that vent - I hate it when that happens. So how is it done? Just hitting it alot with any weapon? Is it a bug?

    3. Sometimes at ns_hera the vents won't shut after welding them. At some vents you can 'use' to open & close, but I'm talking about the ones you can't use. For example, the one at holoroom, when you come from Hera Entrance & Reception and it's on the left hand side, the vent opening is shaped like a box.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    keep in mind jetpacks do not add ANYTHING to the marine model (aka they are not visible, except for their trails).

    He also could have been "boosted" up by a fellow marine. Marine 1 crouches, Marine 2 jumps on him. They both jump simultaneously, and repeat it one more time to get maximum height.


    Vent weld breakability is up to the mapper; some can be destroyed while some can't.



    Hera's Holoroom vent works fine. It's not the box that closes, but a small door higher up in the vent. Look closely as high up through the "box" as you can, it DOES close.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--sekdar+Jan 15 2003, 06:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sekdar @ Jan 15 2003, 06:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->keep in mind jetpacks do not add ANYTHING to the marine model (aka they are not visible, except for their trails).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Uh, yeah they do. A little tech on the shoulder at a jaunty angle. Not as obvious as HA, but fairly visible.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    <!--QuoteBegin--Orcrist+Jan 15 2003, 05:44 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Orcrist @ Jan 15 2003, 05:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->3. Sometimes at ns_hera the vents won't shut after welding them. At some vents you can 'use' to open & close, but I'm talking about the ones you can't use. For example, the one at holoroom, when you come from Hera Entrance & Reception and it's on the left hand side, the vent opening is shaped like a box.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    All the weld points on Hera except for the low one at Data Core Alpha, and the grate west of Data Core Delta enable switches. After they're welded, any marine or alien can operate the switch, opening or closing the respective door.
  • OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
    edited January 2003
    1. He got there twice in a row, it's kinda weird because there were a lot of newbie's at that server and I didn't expect anyone to give someone else a boost so... I was just wondering if there is an easy way into the (large) vent system on foot.

    2. In one game I was alien and we had 3 hives, and an Onos was ramming that vent for some while. A player told me it could only be opened by gorge-spit, but I somehow doubt that. I was just wondering what the story is behind this, is it just breakable if you continue forcing it (lotsa hitpoints) or is there some trick to doing it?

    3. I'm pretty sure it wasn't closed. I've seen the vent at engine room on ns_tanith which doesn't appear to close but instead a black screen is raised... But it didn't go like that at ns_hera. And it wasn't a switch either. Anyone else had this bug?
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    i've heard the gorge spit opener thing too. Don't know if its true. I'll sv_cheat it up when i'm home and let you know.
  • SevendashsevenSevendashseven Join Date: 2002-11-01 Member: 3357Members
    Orcrist: It's supposedly breakable from ranged weapons. When I tested this on a LAN server with cheating enabled though, it only took 3-4 parasites to break it. I retested it on an active internet server and couldn't seem to break it with parasite nor acid rocket, so I'm guessing gorge spit, it having no splash, would work the best, and it's also the thing I've heard of people using.

    Although wether or not vents are smashable is up to the mapper, I think it's fair to assume that it's not working the way it should...
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    How vents react to welding is dependant upon the map.

    I personally have used gorgespit to open up the vent to marine spawn on bast. But, as was said earlier, the welded vents on hera are generally operable through switches - the idea is that they were broken, and welding fixed the switch.

    -Kavasa
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    some vents witch need to be opened the first time and have 2 weldbars, these vents can only be opened by one side. Example is the vent in ns_nothing (powersilo-greatviaduct-cargo bay foyer) in the marine base, the first time it hs to be opened from the marine base.
  • OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
    Today in ns_caged I heard you can open the vent leading to the marine spawn, but only with gorge spit. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> I find it puzzling that noone has a clear and confirmed answer on this... It can be quite important. For example, if you spike their main base it will delay their operations and several marines will be hung up playing hide & seek with the lerk in the vent <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    As I understand it gorge spit will open welds that close diagonally (with two halves coming together), but not the ones that close vertically (just one section).
  • Jon_HimselfJon_Himself Join Date: 2002-11-16 Member: 8977Members
    Gorge spits opens the ones that aren't fully closed. Remember that one near engine rooom? Shoot the bar in between and it will break, opening up the door
  • OrcristOrcrist Join Date: 2002-12-18 Member: 11050Members
    So if you continue welding for a bit after it closes it can't be opened?
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I've seen parasites take out welds before. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> Hope that gets fixed soon.

    On a side note that kinda relates to jetpacks (like you guys have been discussing), ns_nothing is *horrible* for the aliens. Viaduct and Powersilo get owned by jetpackers, and the vent in Cargo Bay lets the marines hit the Hive from really far away, then run away.
  • parkanparkan Join Date: 2002-11-17 Member: 9128Members
    <!--QuoteBegin--Flatline[UTD]+Jan 18 2003, 10:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Jan 18 2003, 10:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've seen parasites take out welds before. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> Hope that gets fixed soon.

    On a side note that kinda relates to jetpacks (like you guys have been discussing), ns_nothing is *horrible* for the aliens. Viaduct and Powersilo get owned by jetpackers, and the vent in Cargo Bay lets the marines hit the Hive from really far away, then run away.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Fixed? Huh? Why do you think it is broken?
  • EnIgEnIg Join Date: 2002-12-22 Member: 11379Members
    Doesn't seem very realistic..
  • EnIgEnIg Join Date: 2002-12-22 Member: 11379Members
    Ah, and the last time I used that weld in holoroom it worked just fine as an open/close switch. Both of them actually.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--parkan+Jan 18 2003, 01:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (parkan @ Jan 18 2003, 01:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Fixed? Huh? Why do you think it is broken?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Welds are used to prevent aliens from getting to places easily. It makes no sense that a welded vent can be broken through.

    Welds have something like 99999 hitpoints, which is why skulks can't bite through them, Fades can't acid rocket them, etc., unless they sit there for 20 minutes, constantly attacking.

    But a parasite, can take one out, which sounds a lot like a bug to me.
  • supadupaflysupadupafly Join Date: 2002-11-13 Member: 8534Members
    <!--QuoteBegin--sekdar+Jan 15 2003, 07:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sekdar @ Jan 15 2003, 07:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->keep in mind jetpacks do not add ANYTHING to the marine model (aka they are not visible, except for their trails).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
    you get a jetpack on your back when you have one.. atleast my game adds a jetpack to the back of the marine
  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    <!--QuoteBegin--supadupafly+Jan 19 2003, 07:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (supadupafly @ Jan 19 2003, 07:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--sekdar+Jan 15 2003, 07:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (sekdar @ Jan 15 2003, 07:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->keep in mind jetpacks do not add ANYTHING to the marine model (aka they are not visible, except for their trails).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
    you get a jetpack on your back when you have one.. atleast my game adds a jetpack to the back of the marine<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That is correct.

    There's a bug in HL or something where if you use some command (check your config file)

    something like himodels 1
    then it will always show the jetpack

    change it to a 0 in your config, and it fixes the problem
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