realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Yep, very possible. Wait until you see ns_bast. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
Adding multiple join locations helps ensure that disruptive players will not be able to prevent others from joining the game (by blocking doorways, etc.). So, it's not only possible, but actually encouraged.
Here's another one: Is it possible to place an info_join_team on an object with a func_train on it? In other words you put an info_join_team on an APC, the APC doors shut and the APC drives off, taking the info_join_team with it? (As opposed to leave an invisible info_join_team in the middle of your Ready Room that late comers could accidentally bump in to?
Revenge: I don't <i>think</i> you can make the info_join_team entity move. I suppose you could make the whole readyroom move away from it to create an effect, though <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> .
Another related question: There's an option to make func_doors close after the round has started, right? Is this necessary? Do all the official maps have this?
well, it seems you can get any door named "gamestartedstatus" to change states as soon as the map starts. So any open doors will shut, and any shut doors will open.
If so, this means you could do all sorts of freaky stuff like not allowing anybody to join the marine team until the game has started.
I'm ***possibly*** thinking about making a map for NS (already have all the tools, and am just planning the idea out before I decide if I go with it). If what I read right about the ready room, I plan a separate tunnel type bit that marines go through to access the drop-ship I'll use for the pregame sequence (when I start something, I tend to jump in neck deep). Once the game starts, the entrance to this tunnel bit will close, and some others will open later on allowing late-comers to still join marines after the pre-game sequence is over. I'd have to set up some sort of a delay so that late-comers could not end up playing on the map before the marines do!
(Or I could just not allow late joiners... But if maps can take up to an hour or two to play through, that'd get kinda boring for the late-comers or people who wasted too much time chatting in the readyroom... Can you set the amount of time before the game starts or is that a server thing?)
<!--QuoteBegin--Vyvn+Oct. 15 2002,08:03--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Vyvn @ Oct. 15 2002,08:03)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Another related question: There's an option to make func_doors close after the round has started, right? Is this necessary? Do all the official maps have this?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Nope, not during playtesting, however they may be planning to put them in the public release.
<!--QuoteBegin--Revenge+Oct. 15 2002,05:52--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Revenge @ Oct. 15 2002,05:52)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Here's another one: Is it possible to place an info_join_team on an object with a func_train on it? In other words you put an info_join_team on an APC, the APC doors shut and the APC drives off, taking the info_join_team with it? (As opposed to leave an invisible info_join_team in the middle of your Ready Room that late comers could accidentally bump in to?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> You should be able to make an apc drive away into a info_join_team. That would be fun. Players would run in front of it and become uuuh.. flat like pancakes.
Comments
Adding multiple join locations helps ensure that disruptive players will not be able to prevent others from joining the game (by blocking doorways, etc.). So, it's not only possible, but actually encouraged.
Well now, how about that?
Another related question: There's an option to make func_doors close after the round has started, right? Is this necessary? Do all the official maps have this?
If so, this means you could do all sorts of freaky stuff like not allowing anybody to join the marine team until the game has started.
I'm ***possibly*** thinking about making a map for NS (already have all the tools, and am just planning the idea out before I decide if I go with it). If what I read right about the ready room, I plan a separate tunnel type bit that marines go through to access the drop-ship I'll use for the pregame sequence (when I start something, I tend to jump in neck deep). Once the game starts, the entrance to this tunnel bit will close, and some others will open later on allowing late-comers to still join marines after the pre-game sequence is over. I'd have to set up some sort of a delay so that late-comers could not end up playing on the map before the marines do!
(Or I could just not allow late joiners... But if maps can take up to an hour or two to play through, that'd get kinda boring for the late-comers or people who wasted too much time chatting in the readyroom... Can you set the amount of time before the game starts or is that a server thing?)
Nope, not during playtesting, however they may be planning to put them in the public release.
You should be able to make an apc drive away into a info_join_team. That would be fun. Players would run in front of it and become uuuh.. flat like pancakes.