Weld Points
Taaketa
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.
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
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.
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.
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-->
erm... does removed mean removed in the physical way? a func_weldable is solid. does is disappear?
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-->