Just wondering...............

DayzeDayze Join Date: 2002-03-24 Member: 347Members
<div class="IPBDescription">...or am i...heheh... wahahahah!...huh?</div>I was starting a level and i was wondering
Should all doors just open when you get close, or should you have to press use?

Comments

  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    It's up to you, really...

    But something to consider is that the "func_door"s are not quite working properly, and must be opened by something else activating it. Like a button... At least that's what I gather from what's been said on these forums.

    Or if you do want it to open when you walk up to it, you could use the "func_presence" entity.
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    i think this was a NSTR problem only, or at least, i expect it to be fixed in the final release.
    when the mass arrives.
    when total mapping carnage begins.
  • badmofobadmofo Join Date: 2002-01-28 Member: 121Members
    i would advise mixing it up in the right places.  for example:

    if you have a really big heavy door or lift or something big like that - make it so you have to open it with a button.  This will cause the marines to sit there and just "watch" for a moment as one person hits the button and this gigantic door/lift slowly opens/lowers.  this adds to the "shared experienced" factor

    if you have just a regular door that wouldn't add to the "shared experience" catagory or a hallway with sets of doors that would be REALLY annoying to have to push a button to open each one...then have the doors triggered by a func_presence.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    vary it, have some open, some closed, some button operarted etc. Makes it more intresting :_) especially when you open a large door to find 5 large drooling bob's in front of you
  • The_ArtistThe_Artist Join Date: 2002-03-11 Member: 305Members
    Could have doors that open so far and so you all have to squeeze thru the gap one by one makeing it a very vunerable area for marines.

    And adding to the 'Shared Factor' <- <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> .
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Awesome idea Artist... <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    /me keeps that in mind...
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Beware of llamas blocking doors tho!

    Perhaps if you had a wide door that opens upwards, but grinds ot a halt with only crouch-space available? Level 1s, 2s and 3s could zoom under it. Level 5 wouldn't be able to get past it at all though, so beware.
  • ComproxComprox *chortle* Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
    Back in the day when I was planning a map, I utilized the crouch to get through a door idea. I only did it on a loading door, so you would need about 4 people to block it *hint* - good place to do it, big door so it cant be blocked <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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