Entity trouble
pSyk0mAn
Nerdish by NatureGermany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
I have two problems with how things in ns work:
1) I want to have a floor with a {-texture, invisible to the commander and blocking bullets/weapons, but nothing seems to work.
-Func_illu with the proper flag for the commander and a clip brush still allow shooting through.
-Adding a invisible func_wall in order to block the bullets allows the commander to build on the invisible floor, which I don't want.
-Func_wall can't be made invisible to the comm.
-Func_seethrough doesn't have the render mode options to use a {-texture
-func_seethrough_door does have those options, but they don't seem to work
I will just add some seethrough-crossbeams simulating a grid, when nothing else works, but I hope someone knows a solution.
2) Sometimes func_rotatings don't seem to be resetted properly after a game ended, if they use the "Start on" flag.
Is there a famous workaround for that?
It's in the readyroom and since the gamereset is a little delayed after the game ended, I can't just trigger it on and off with some trigger in the map. I'm trying a trigger_once now, but apparently it isn't resetted either?
The goal is to have a one time trigger in the RR (switching the rotating on), which then re-triggers in the second everything is resetted.
EDIT: Is there a texture that makes a brush invisible without any render mode (not clip)?
Then I could add a seethrough with that texture to block bullets.
1) I want to have a floor with a {-texture, invisible to the commander and blocking bullets/weapons, but nothing seems to work.
-Func_illu with the proper flag for the commander and a clip brush still allow shooting through.
-Adding a invisible func_wall in order to block the bullets allows the commander to build on the invisible floor, which I don't want.
-Func_wall can't be made invisible to the comm.
-Func_seethrough doesn't have the render mode options to use a {-texture
-func_seethrough_door does have those options, but they don't seem to work
I will just add some seethrough-crossbeams simulating a grid, when nothing else works, but I hope someone knows a solution.
2) Sometimes func_rotatings don't seem to be resetted properly after a game ended, if they use the "Start on" flag.
Is there a famous workaround for that?
It's in the readyroom and since the gamereset is a little delayed after the game ended, I can't just trigger it on and off with some trigger in the map. I'm trying a trigger_once now, but apparently it isn't resetted either?
The goal is to have a one time trigger in the RR (switching the rotating on), which then re-triggers in the second everything is resetted.
EDIT: Is there a texture that makes a brush invisible without any render mode (not clip)?
Then I could add a seethrough with that texture to block bullets.
Comments
I dunno about the resetting of the other things, sorry.
I've made the grid-like floor with 3 seethrough brushes now, which then at least cast some interesting shadows with good hlrad settings, but thanks anyway.
Solutions to problem #2 are still welcomed <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
trigger_random ? (or something like that).
edited: you don't want func_wall <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
what's ns version of func_detail? :o
Func_wall.
func_detail is a HL2/source entity.
NS guidelines set the maximum of runtime entities at 275. Going way over this point and you will get a very unstable and laggy map. It's not hardware that is limiting goldSRC (HL1), it is simply the engine that is already at the maximum of it's performance.
regarding your entity trigger at round end, you could use a trigger_relay with a targetname of <i>gamestartedstatus</i>. gamestartedstatus is a trigger name that fires both on round start (after the pings) and round end when everything resets.
or you could use a trigger_random that fires on every round end when set up like this:
<b>shortest fire time:</b> 0
<b>longest fire time:</b> 1
<b>delay before reset:</b> -1
<b>target for tournament play: </b>mapreset
-> smart edit off and add the entities that should be triggered, for instance in my case it would be:
mapreset with a value of 1 (can be 0, but I use 1 <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
<b>Flags:</b> start on
mapreset is in my case usually a multimanager to reset a lot of stuff manually, to make sure they work on the next round. But it can be anything really, I just need a mutlimanager to reset all the custom resnodes/doors/welding stuff etc...
Another question regarding nobuild:
I've noticed that there is a "nobuild" texture in the ns.wad, but I'm using the trigger texture for that and it works fine.
It seems everyone else does too, except the mapper of ns_metal and some ppl have fps problems in metal around that area with many func_nobuilds.
So what's the point of the nobuild texture and does it cause the fps issues opposed to trigger-texture used for that?
are there more like these ?
You could use the "nobuild" name infront of any texture, if I am right.
Anyway, another question:
Is it possible / is there a bug that gorges can't heal a hive, when sitting on top?
Maybe some brushes grouped to one entity around the top of the hive or inclined infestation brushwork screwing up the hit detection of heal spray ?
Edit: Another one <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Sometimes you can wallwalk on hives up to the top and sometimes it doesn't work so you have to use leap or the surrounding walls to get on top. What exactly is there going on?