Question For Flayra: "hackermode"

Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
<div class="IPBDescription">You know that comm ability?</div> I was wondering if the comm would be able to use that hackermode in 1.1 finally flayra? You know the ability to trigger doors and other entities for marines?

Comments

  • ainfectainfect Join Date: 2003-02-04 Member: 13102Members
    hmmm interesting. be kinda freaky being a marine and a door just opens infront of you.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    You already can. Try loading up any map and clicking on the elevator or door itself. It usually works for me. Unless things have changed, of course...
  • figjamfigjam Join Date: 2002-11-10 Member: 8144Members
    That already exists dude, just the person designing the map has to specifically allow the commander to push the button/open the door and it doesn't seem many people have.
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    edited February 2003
    <!--QuoteBegin--a][infect+Feb 27 2003, 05:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a][infect @ Feb 27 2003, 05:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmmm interesting.  be kinda freaky being a marine and a door just opens infront of you. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If you notice in the trailer it happens, it's a strategy thing.

    <!--QuoteBegin--Vyvn+Feb 27 2003, 05:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vyvn @ Feb 27 2003, 05:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You already can. Try loading up any map and clicking on the elevator or door itself. It usually works for me. Unless things have changed, of course...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It does work, but only on a few of the doors, and it's not reliable from server to server, I've tried it often myself...it may depend on what type of entity the door is?

    EDIT: Quote came out funny...
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    <!--QuoteBegin--figjam+Feb 27 2003, 05:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (figjam @ Feb 27 2003, 05:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That already exists dude, just the person designing the map has to specifically allow the commander to push the button/open the door and it doesn't seem many people have. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    sorry for the double post but...

    the map cannot be designed to work or not work that way, ALL entities that can be triggered by +use can be triggered by a commander as of 1.0 and up to 1.04 because the entities haven't changed since 1.0. It's how they function in NS, you can't disable it for just comm's or just marines, or whatever, all players can trigger entities the same, the problem they have is getting the click to run through and +use the right entity, it seems to often be null...
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Some entities are twitchy. But yes, in theory the comm can operate any door, lift, button, etc. The only exceptions are those that involve a trigger_presence, to require a marine/alien standing in front of it before it will open.
  • Grimm_SpectorGrimm_Spector Join Date: 2002-11-01 Member: 3309Members, Constellation
    <!--QuoteBegin--coil+Feb 27 2003, 05:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Feb 27 2003, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Some entities are twitchy. But yes, in theory the comm can operate any door, lift, button, etc. The only exceptions are those that involve a trigger_presence, to require a marine/alien standing in front of it before it will open. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Good to know, hopefully the "twitchiness" will be worked out in 1.1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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