Weld Points

TaaketaTaaketa Join Date: 2004-02-10 Member: 26357Members
<div class="IPBDescription">Can you make them function over and over</div> So basiclly in a map I'm doing theres gonna be dark areas near the alien hives.. and more lighter towards the marine start.

But I want to add in weld points so that "power cables" are welded back together to allow for the marines to have light to the area and add an additional tactical element to the map.

However I want it so that the welds can also be "eaten" by aliens after they are welded and so restore darkness to the area and so the circle goes on, marines can go back and weld it again.. etc etc

So is it possible or should I just abandon the idea?

And I apologise if this has been discussed before but search really doesn't like me.
I cannot search "all dates" it just doesn't respond.

Comments

  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited February 2005
    I seem to remember Cagey really wanting to add this as a toggle on the weld entity, but for some reason it never happened.

    But for that fact it might be possible, but I'm not anywhere-near being an expert on entities, but this is how I would imagine it might work (it might use more entities than it's worth).

    Could you:<ol type='1'><li>Have weldable 'A' that turns lights on and fixes weldable 'B'.</li><li>Have a func_breakable, that when broken turns off lights AND resets the 1st weldable?</li><li>Have welder point 'B' that 'fixes' the breakable AND turns the light back on?</li></ol>Probably not, but hey.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i would just use a switch to save aggrivation.
  • TaaketaTaaketa Join Date: 2004-02-10 Member: 26357Members
    eugh.. a switch? <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    Thats not a tacticaly enlightening or immersing at all... "Oh no.. someone turned the light switch off."

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

    Ah I'll find away... even if I have to learn how to rip the welding code apart.. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->

    Boy this is gonna set my map back awhile... Oh well question not answered but I probaly won't check here so feel free to lock it.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    btw does anybody know whats the text behind the second box in the flags list? weld opens, not >...< <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Lt Gravity+Feb 26 2005, 06:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Feb 26 2005, 06:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->btw does anybody know whats the text behind the second box in the flags list? weld opens, not >...< <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    From the FGD:
    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> spawnFlags(flags) =
    [
     1 : "start enabled" : 1
     2 : "weld opens, not closes" : 0
    ]<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    if you check the flag "weld opens, not" the weldpoint will be removed after it's welded
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I know it was offtopic but thank you guys for the tip <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    erm... does removed mean removed in the physical way? a func_weldable is solid. does is disappear?
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    yes and no. It get's removed so you can't see it anymore, but it a bit buggy. You can walk through it with a small sticky effect, and bullets get completely blocked by it.
    It's logged in the bugtracker at the moment <a href='http://www.unknownworlds.com/bt/bug_view_page.php?bug_id=0000425' target='_blank'>http://www.unknownworlds.com/bt/bug_view_p...?bug_id=0000425</a>
    And hopefully get's resolved in a future version. As for now better work with the suggestion from the bugtracker, or place the weldable at a spot where you don't have to walk over, oder shoot through.

    <!--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-->To be more specific, func_weldable entities which have been shattered by welding will continue to behave as semi-solids, blocking hitscan weapons and causing a brief sluggishness when players walk through them.

    Mappers can work around this problem by using func_breakables linked to adjecent func_weldables for the time being; Until the problem is fixed, we should probably advise this as part of the mapping guidelines.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
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