NS mapping info request

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  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2006
    Just setup the commanderview to a certain hight you feel comfortable at when placing structures and selecting marines at the highest part... Then check how low you van go before it gets annoying to try and select objects?

    The commander has to be able to do his job in a reasonable controlable way. Or else the marine team is significantly hindered in the areas which everything is too small for the commander to effectively select things. Remember the commander cannot zoom in and out, due to either engine limitations or if you zoom out to far to much of the map becomes visible and the engine will start to choke on the extreme w-polies. Perhaps NS2 will have it...

    [edit]
    Or go make a combat map and do away with all the above problems (including overlapping areas <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    Yeah, i'll make combat first <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    I've got a little question, i've gotten a dualcore AMD recently, so i want to get compiles running while doing other things. The "Batch compiler" i've been pointed to before (http://nemesis.thewavelength.net/index.php?c=32&o=30) would do the job just fine, though i keep running into a little problem:

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->----- BEGIN hlvis -----
    Command line: "D:\Ns mapping\Batch Compiler\hlvis.exe"-chart "D:\Ns mapping\Batch Compiler\Temp maps\co_existenz"
    Error: Portal file 'D:\Ns mapping\Batch Compiler\Temp maps\co_existenz.prt' does not exist, cannot vis the map<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've tried about anything, from simplifying the path (without strange symbols) to putting a portal file made by hammer's compiler in that folder (it got deleted upon re-running the compiler). Any suggestions? I would like to use this compiler. Btw, i followed all steps given at the above link. (also using nshulls.txt as hullfile, can't imagine that's the problem (tried that, it's not))

    Btw, i'm going to create a little ns mapping compendium for future ns mappers, it'll be kind of like threads and tutorials that already exist, but it's more of a compilation, you'll see. It'll be fun =]
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    edited December 2006
    Sorry, but bump!

    Also, is it possible to have a skulk not stick to something? Like the clipping brushes, skulks stick to even that T.T
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->----- BEGIN hlvis -----
    Command line: "D:\Ns mapping\Batch Compiler\hlvis.exe"-chart "D:\Ns mapping\Batch Compiler\Temp maps\co_existenz"
    Error: Portal file 'D:\Ns mapping\Batch Compiler\Temp maps\co_existenz.prt' does not exist, cannot vis the map
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds like your're compiling in the wrong order. Does RAD run?
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    Is that even possible?
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    Are there no other error messages from the other compile programs?

    I was looking at my batchs this morning, but since have forgotten. Seems the program that runs before vis generates the PRT file for vis to use.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    That's possible i guess, but it's the VIS that's causing the error. No other errors displayed. Maybe my version of the compiler is broken? The tools are ok, hammer can compile with 'em just fine.
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    Argh, i started creating a more complicated system, but ran into a problem.
    I'm using "trigger_changetarget" to change targets for "trigger_multiple"s, but when i try to use the changetarget for a second time, it doesn't seem to work.. are they re-usable in any way, or only for one single use? If so, i'm fusked and need to start over, which i'm not looking forward to...

    on a sidenote, anyone know a way to have skulks not stick to a brush? (disable wallwalk on certain area's)
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--quoteo(post=1585876:date=Dec 8 2006, 04:37 PM:name=Angelusz)--><div class='quotetop'>QUOTE(Angelusz @ Dec 8 2006, 04:37 PM) [snapback]1585876[/snapback]</div><div class='quotemain'><!--quotec-->
    .. are they re-usable in any way, or only for one single use? If so, i'm fusked and need to start over, which i'm not looking forward to...
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    once-only
    <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />

    <!--quoteo(post=1585876:date=Dec 8 2006, 04:37 PM:name=Angelusz)--><div class='quotetop'>QUOTE(Angelusz @ Dec 8 2006, 04:37 PM) [snapback]1585876[/snapback]</div><div class='quotemain'><!--quotec-->
    on a sidenote, anyone know a way to have skulks not stick to a brush? (disable wallwalk on certain area's)
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Thought clip did that...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Clip actually doesn't. Cagey was suggesting adding a texture to do this for us, WAY BACK...

    A func_wal stops a skulk clinging to the walll, on ocasion it doesn't though. So it's not full proof. Add to this that it adds to runtime entities... :/

    A change target is useable only once. But you could make a loop with two change targets... One would change it to what ever you want, then another resets it to what it was initially etc... I use a similar setup in my Bacterium Lockdown Resnodes to stop players screwing up the entity flow once it's activated by either team.

    When the marines deactivate it. There is a 7 seconds time window for aliens do screw it up the entity flow. So I change their buttons target to nothing. Then when it's finished, I change it back to what it was initially. Same for aliens (timewindow = 3 for them)
  • AngeluszAngelusz Harmonic entropist Join Date: 2003-07-10 Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
    Okay... cagey should have enforced adding that texture xD I'll try and play around with it a bit.

    About the trigger_changetargets; a simplified scenario in which i use them:
    A func_train that moves along it's track, but underway encounters a "lift", this lift is simply another func train, which is triggered at the same time as the real train, and then moves down/up together with the train. To trigger these simultaneously, i'm using a multi_manager, which is triggered by a trigger multiple. The train can go from A to B and back again. To prevent the lift from getting triggered when people run over it without the train, i'm using the trigger_changetarget, it's target is originally "null", an info_null i created. When the train is enabled, a multi_manager triggers the changetarget about one second before the train gets to the lift, enabling that trigger_multiple, so the train and lift can move on. Right when the trigger_multiple gets triggered, another manager makes sure another changetarget is triggered, turning the trigger_multiple's target back to null.

    The problem, once i tried to enable the trigger_multiple again, with the same changetarget that enabled it the first time, it didn't go. How can i loop that?
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