Walking on walls and other questions
Eats
Join Date: 2002-10-24 Member: 1582Members
<div class="IPBDescription">Is it as we'd expect?</div>So I installed the ns technology thing, loaded up a map. No weapon(except welder) or anything else of course. But playing around in this gave me a few questions about the game.
1) When playing as an alien of course you hold duck to climb walls, but, it didn't seem like avp2. Like when you hit a wall your orientation doesn't rotate, you just start climbing. This made it very hard to climb on ceilings, kind of hard to climb on walls, and difficult to climb on slants, or make the transition when the wall changes or turns. So, is it also like this in the real game? Or is it the avp way which seems much easier.
2) I was very impressed with the commander gui(very rts like.) a few quick questions tho.
1. can you hotkey groups of marines to give orders?
2. Are buildings bound to keys? Like how f = farm in wc3. If not is it possible to bind them?
1) When playing as an alien of course you hold duck to climb walls, but, it didn't seem like avp2. Like when you hit a wall your orientation doesn't rotate, you just start climbing. This made it very hard to climb on ceilings, kind of hard to climb on walls, and difficult to climb on slants, or make the transition when the wall changes or turns. So, is it also like this in the real game? Or is it the avp way which seems much easier.
2) I was very impressed with the commander gui(very rts like.) a few quick questions tho.
1. can you hotkey groups of marines to give orders?
2. Are buildings bound to keys? Like how f = farm in wc3. If not is it possible to bind them?
Comments
For Version 1 there will be no wall alignment for the skulk. It's currently not possible to do this with the engine. The 3rd person skulk model does also not align to the wall. But as many PT's said before , you won't notice it ingame.
2.
a) In one of the RC Changelog stood that they cut it off , cause it just didn't work right. So expect it in a further version.
b) Sorry I don't know , perhaps a PT can help.
It's just that The AVP players are SO used to the view orientation, that it makes it VERY hard to play without it. But Flayra told me that he didn't plan on EVER adding it.
While I have no idea if that's simple or plausible, it seems to make sense to me. *shrug*
Seeing how I landed 2nd place on greedo's map for the flaytona (lost 1st to greedo.... grr ) I can tell you that it is not nearly as hard as you would all think, you get use to it.
[edit]In 3rd person I mean[/edit]
A short example from my confis:
B - Build Tab (this is basic buildings)
V - Advanced Tab (take a guess)
E - Equipment Tab (this is for dropping health, ammo, weapons, etc)
A - Ammo
H - Health
G - Grenade Launcher
M - HMG
etc.
So for example, to drop a ton of health packs, its so much easier to press E, then hit A while clicking on the ground several times, than it would be to move back and forth from the where you wanted to drop on the screen and the button in the lower right...
Also, alien buildings are also bindable, but I don't bother with those because the popup menu is so fast to use that it isn't worth the memorizing of all the keys...
I think he was talking about how to floor is always "down" in NS wall-walking, and "down" is whatever wall or ceiling you're gripping at the time. I remember someone saying that the AvP style used to be the case, but it was changed to the current view, as it was more intuitive.
And I don't think Flayra has ever even seen the source code.
-Ryan!
Our bombs are smarter than the average high school student.
At least they can find Kuwait.
-- A. Whitney Brown
Need DivX - <a href="http://old.fileplanet.com/dl/dl.asp?/planethalflife/news/nothing_lev1bite_combat1.zip" target="_blank">Skulk Wallwalking - Hive Defense</a>
Don't know why nobody linked to this earlier...has the wallwalking changed? From descriptions I've read it sounds like this...but it looks fairly easy to do.