Some things I've ran into
Kouji_San
Sr. Hινε UÏкεεÏεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
<div class="IPBDescription">started mapping again...</div>Just started mapping again due to the sheer awesomeness that is NS2, actually a map that has game-logic in there. However not all is dandy, observe:
<ul><li>Are omni lights broken or something in terms of power-grid. It seems they keep their original color. I've replace them with normal low intensity lights, which also work quite well and do also reset after a node has been fixed, unlike the official test maps. What's going on there...</li><li>Another thing is the collision mesh, the faces grouped in a layer<!--coloro:red--><span style="color:red"><!--/coloro-->*<!--colorc--></span><!--/colorc--> named CollisionGeometry stay visible. <!--coloro:red--><span style="color:red"><!--/coloro-->It should be a group not a layer<!--colorc--></span><!--/colorc--></li><li>Macs seem to float trough all wall prop, do I have to put faces behind them (Oh mah gawd that would be annoying!)</li><li>Speaking of MACS... Why are they constantly facing "east". Might it be related to the fact that I'm not using the "ns2_" prefix currently? I've read nothing in the guide on that...</li><li>Also it seems the power-grid nodes are connected to the location entity instead of the trigger (guide outdated?)</li><li>Do we actually have a list handy with all known console commands? Search and the wiki say nothing...</li></ul>
<b>Sidenote:</b>
I've got all basic entities in, xept for the RR ones and just 1 alien spawn/hive/resnode. But the map does work...
<ul><li>Are omni lights broken or something in terms of power-grid. It seems they keep their original color. I've replace them with normal low intensity lights, which also work quite well and do also reset after a node has been fixed, unlike the official test maps. What's going on there...</li><li>Another thing is the collision mesh, the faces grouped in a layer<!--coloro:red--><span style="color:red"><!--/coloro-->*<!--colorc--></span><!--/colorc--> named CollisionGeometry stay visible. <!--coloro:red--><span style="color:red"><!--/coloro-->It should be a group not a layer<!--colorc--></span><!--/colorc--></li><li>Macs seem to float trough all wall prop, do I have to put faces behind them (Oh mah gawd that would be annoying!)</li><li>Speaking of MACS... Why are they constantly facing "east". Might it be related to the fact that I'm not using the "ns2_" prefix currently? I've read nothing in the guide on that...</li><li>Also it seems the power-grid nodes are connected to the location entity instead of the trigger (guide outdated?)</li><li>Do we actually have a list handy with all known console commands? Search and the wiki say nothing...</li></ul>
<b>Sidenote:</b>
I've got all basic entities in, xept for the RR ones and just 1 alien spawn/hive/resnode. But the map does work...
Comments
I see what I did there... I've put the waypoints in a layer, they should be in a group... Same goes for the clipping hull, I guess?
Ah the bane of misreading just one word :P
[edit]
Well it got fixed except the praying to MACCA MACS and they are still going trough walls.
The guidelines are outdated, sorry about that. Barlow's thread is the most up-to-date.
I don't know how they work exactly but i assume they calculate the shortest distance and follow the shortest path in line of site way-points until they reach an impulse to build/attack much like the way-points for witchbot or rcbot where the player/structure becomes the target way-point in the chain. So if the line of site is in fact seeing through the walls they will go there as part of the chain in the shortest calculated distance.
I did notice that some of the areas that do this, turrets fire through the walls also and i have no Rochette animations or sounds when i shoot the texture. Props have always been this way. Also on a side note,macs can weld power nodes from other sides of walls that are at least 60" away. Maybe if i change the texture,i'll try that as it seems some of the materials might be missing but that still doesn't fix props.
Bah, thinking out loud again.
Okay, i'll stop rambling now.
The MACS (and Difters) no longer face east towards MACCA anymore and also follow paths indeed. CollisionGeometry seems to be ignored mostly though... But at least the Skulky now has an easier time wallwalking all over the place!
@SN.Wolf I've also noticed they indeed try to go to the nearest waypoint before setting off in the direction they should go, probably because of line of sight issues. Weirdlings they are!
Now onto the next problem, which is a bug I'm sure :P
How to stop them from entering vents. Should we hide the vent floors for now, for the comm/hivemind?
Ah well now that I finally have all the kinks worked out, I can start filling in the rest of the map. YAY!
Here the tech_point was set to an angle of 45degrees, but as soon as you build something on it. It reverts back to the 90 degree angle it is in love with
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