Help With Offensechamber Entity's
Zerotech
Join Date: 2003-12-20 Member: 24583Members, Constellation
<div class="IPBDescription">How to get them working is appreciated</div> Has anyone have tried to attempt to get any of the chambers for the aliens sidfe working and lay them on the map?
as you can see I would liek to create a crash-hot combat map where both teams gain no advantages for a start.
The map as I've already have discussed is based on Warcraft III custom map -The 3 Corridors.
Already there's a lot of talk going on in the ausns community.
<a href='http://www.ausns.org' target='_blank'>ausns Natural Selection Australian Community</a>
If anyone can find a solution, it is glady appreciated.
Perhaps the beta recent release may fix things up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Or perhpaps i'll try to experiment with the trigger entitiy's to see it working <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
as you can see I would liek to create a crash-hot combat map where both teams gain no advantages for a start.
The map as I've already have discussed is based on Warcraft III custom map -The 3 Corridors.
Already there's a lot of talk going on in the ausns community.
<a href='http://www.ausns.org' target='_blank'>ausns Natural Selection Australian Community</a>
If anyone can find a solution, it is glady appreciated.
Perhaps the beta recent release may fix things up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Or perhpaps i'll try to experiment with the trigger entitiy's to see it working <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
Armory, Hive, CC, and Phase Gates are the only real useable (if that) entities that really are needed/work
e:spelling
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Droggog Posted: Feb 25 2004, 07:32 AM
QUOTE (d0omie @ Feb 23 2004, 12:31 AM)
Anyone got these working yet?
Nope. Not really. I've done some tests in combat mode today, and found some very weird things;
<b>Weapons:</b>
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.
<b>Alien structures:</b>
<b>OC:</b> 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.
<b>DC, SC, MC: </b>Can build and they work properly for aliens (sc cloaks, mc gives adren and you can +use it to teleport, dc gives health) but once they are destroyed, you loose levels in the appropriate upgrade tree when you die, 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).
<b>Alien RT: </b>Can build for both teams, but have no effect (appart from giving "points" (not xps!) to the enemy when destroyed).
<b>Hive:</b> Can build, but only one. If you give a hive to the marines, it will be considered as an alien hive anyway.
Marine structures:
<b>All: </b>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).
<b>Arms lab, proto lab, IP's and Marine RT's:</b> Can build for both team, but have no effect.
<b>Phase gates:</b> 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.
<b>Obs:</b> Can build and they work properly (uncloak stuff). No effect if set to alien team (rines can't cloak, even with a sc).
<b>Turret factory:</b> 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)
<b>Turrets & sieges: </b>Look above. They stay offline so they don't fire. Same if set to alien team.
<b>Armory: </b>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.
<b>Comm chair:</b> 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).
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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 (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. But 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
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
Sorry bout the long post,
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
edit:clean up
I have now updated my new map, thanks for the info.
If you play my new map, I can assure you the turrets ACTUALLY DO WORK!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
other structures may not function so What I did was a radical move replacing the aliens offensechambers with Marine's turrets.
do the turrets, when assigned to the alien team, fire at the marines?
do the turrets, when assigned to the alien team, fire at the marines? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
yes the turrets that were assigned to the alien team do actually fire at the marines team, reasons are simply gameplay balance issues to ensure from my previous map that the marines cannot simply rush to the alien hive.
Just to provide a well balanced game, where everyone dukes it out in the middle with nothere to hide <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
interesting. But some drawbacks do occur:
1) they'll act as a more aggressive deterrent for invading forces whic causes:
1b) prolonged games (CO is in itself a fast pased game)
2) no kills will be awarded to a player for turret kills
the only bonus i could see would be the aliens/marines close to the turret kill would get the assist bonus (like 30% i think) of a kill bonus for Exp.
It's not like the map has to last for 2 hours or something, you can finish this map in around 20min depending on how well you go as a team.