Spawn Wepons/jetpack/ect

ApodysophiliaApodysophilia Join Date: 2003-09-21 Member: 21088Members
is there a way to have things layed out for NS such as Shotguns,jetspacks or DC/OC/SC/MC. i know you could in CS but i cant rember.

thanks <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo-->

[edit] sorry this should be in Mapping Help and Troubleshooting[/edit]

Comments

  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The new FGD that comes with NS allows you to place these objects in your maps.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    but when they got picked up, did they "respawn"? is there a special flag? havnt checked the new fgd yet...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin-Apodysophilia+Feb 13 2004, 06:18 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Apodysophilia @ Feb 13 2004, 06:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> is there a way to have things layed out for NS such as Shotguns,jetspacks or DC/OC/SC/MC. i know you could in CS but i cant rember.

    thanks <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif' /><!--endemo-->

    [edit] sorry this should be in Mapping Help and Troubleshooting[/edit] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I've never tried before, sounds like an interesting feature that could be added in a co_map, like a welded door full of respawning shotguns.

    I'm glad then when people actually post in the wrong forum, they have the decency to admit it and say where it should be. Takes a good man to realise when he is wrong.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    takes a better man to fix his mistakes <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    but that would be cool maybe have a OC near a hive to hit annoying JPs with nades in combat
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    am I blind?
    am I stupid?
    or do I have the wrong fgd???

    cant see anything like "weapon_xxx, structure_xxx" or whatever.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    They are in there towards the bottom of the entity list, but they don't seem to appear in gamemode, only in the editor!

    Anyone have any idea about this?

    (I was using lifetime =0 for infinite)
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    first thought would be they would be placeable like a single play map. Piced up once, and replaced when map reloads, not when round ends.

    HL used generators for the spawns of weapons in the HLDM, i believe.

    i could be on crack.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    Anyone got these working yet?
  • DroggogDroggog Random Pubber Join Date: 2002-11-01 Member: 3293Members, Constellation
    <!--QuoteBegin-d0omie+Feb 23 2004, 12:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (d0omie @ Feb 23 2004, 12:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyone got these working yet?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Nope. Not really. I've done some tests <i>in combat mode</i> today, and found some very weird things;

    <u>Weapons:</u>

    Can't drop any weapon or stuff (jp/heavy/medpacks). I tested with different lifetimes, and even by changing the team Flag alien/marine team, they just dont appear at all.

    <u>Alien structures:</u>

    OC: Can build but they don't fire on marines or anything. They just sit there no matter if you give em the aliens or marines team flag.

    DC, SC, MC: Can build and they work properly for aliens (sc cloaks, mc gives adren and you can +use it to teleport, dc gives health) <i>but</i> once they are destroyed, you loose levels in the appropriate upgrade tree <i>when you die</i>, with a minimum of lvl1. So if you take the carapace upgrade (so you got cara lvl3), have 3 dc's in the map, and marines destroy them all, you'll still have carapace but only lvl1. If you give a mc to the marine team, they can't use it. If you give a SC to the marine team, this doesnt cloak anything. But if you give a DC to marines, it work properly (healing soldiers hps/armor and allied structures).

    Alien RT: Can build for both teams, but have no effect (appart from giving "points" (not xps!) to the enemy when destroyed).

    Hive: Can build, but only one. If you give a hive to the marines, it will be considered as an alien hive anyway.

    <u>Marine structures:</u>

    All: It seems all marine structures, if set to the alien team, cloaks if an alien sc is nearby (funny to see). Also if an alien destroy anything, they get points like in NS classic (but no combat xp's).

    Arms lab, proto lab, IP's and Marine RT's: Can build for both team, but have no effect.

    Phase gates: Can build and they work properly for both teams! You can set the pg's to alien team and they then work only for aliens.

    Obs: Can build and they work properly (uncloak stuff). No effect if set to alien team (rines can't cloak, even with a sc).

    Turret factory: Can build, but have no effect. Even if you put turrets or sieges in the radius, they stay offline. Can't build them with elec (a flag "is elec?" or "is upgraded?" yes/no would be nice in the future)

    Turrets & sieges: Look above. They stay offline so they don't fire. Same if set to alien team.

    Armory: Can build as usual. If set to alien team, you can +use it when you are hurt, it does the "humping armory" sound, but doesnt heal as it does for marines.

    Comm chair: Can build multiple CC's, all of them will give xps to attacking aliens. If set to the alien team, gives combat xps to ennemies (marines).

    ------------------------------------------------------------------

    I also noticed, once i put developer and sv_cheats on 0; all players got kicked back to readyroom some seconds after the round start <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> (this was tested with some rcbot's but i'm pretty sure its not the problem) No idea what entity/thing cause this.

    Wow my testing map is a real mess now, all that in a boxmap with 15 bots, you can imagine the madness. Too bad oc's and turrets doesnt work, and that we can't drop marine equipement. <i>But</i> still, there's some possibilities that could be useful for a combat "funmap". Ok, only if all players were not kicked back in RR after some seconds <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Hmm not to mention all this probably won't reset at round changes.

    If someone find something funny while messing with the entities like i did, please share it here <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    Sorry bout the long post,
  • XythXyth Avatar Join Date: 2003-11-04 Member: 22312Members
    I would <i>really</i> like to see the turret factory and turrets get to work, because as I see it this could be very ncie way to stop early alien base camping, same if the OCs are gotten to work.
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
    Is it possible we can make a new .fcd ourselves and fix these issues? Or does it have to be Flayara that does it?
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    I should think that Flayra would prefer us not fiddling with his FGD <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • d0omied0omie Join Date: 2003-02-23 Member: 13877Members
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Wait... how do the aliens build marine stuffs... or did I read that wrong???

    0o" Or do you set that while making the map???
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin-Jean Luc Picard+Mar 6 2004, 04:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jean Luc Picard @ Mar 6 2004, 04:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wait... how do the aliens build marine stuffs... or did I read that wrong???

    0o" Or do you set that while making the map??? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nobody builds anything in combat. Well, actually, i'm not sure that if the "start built" flag isn't checked you can build, but anyway, the structures can only be placed during the mapping process, not ingame. And when you place these structures in the map editor, you can define which team that structure belongs to, regardless of race. Therefore marines can control OCs and the aliens can get an armoury.
  • DEADscottDEADscott Join Date: 2003-03-29 Member: 15022Members, Constellation
    Would be a nice feature if it worked.
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