DI and Harvester question

SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
<div class="IPBDescription">Does it have to be on DI to spawn at game start</div>Seems my Harvester in my level is out of the infestation hive area and doesn't spawn in alien start anymore. Does it have to be in the infestation. I would hate to have to rebuild the area to get it into range.

Comments

  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It looks as though it needs to be in the Hive DI to start.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Maybe the spawn radius on the team_location has something to do with the range of the initial DI?
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Given that it will die if it isn't, it would be advisable to put it on infestation.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I was afraid of that. Looks like i will wait it out to see if they make a way for mappers to extend the DI at the spawn hive before i scrap the level.. I could possibly move the hive to the brig but not sure how that would play out. We shall wait and see if they have anything in mind for the editor/entities.
  • yimmasabiyimmasabi Join Date: 2006-11-03 Member: 58318Members
    Try to delete res node property and put it again, may be it works. In a previous version i solved my power node problem like this
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It makes sense really, your RT should be best protected by your hive. Which is where your eggs spawn.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    I find it hard to believe your entire map is destroyed by the need to move the RT near the hive.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    He did not say his entire map is destroyed.

    Quit trolling Chris.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1833681:date=Feb 19 2011, 12:47 PM:name=Thaldarin)--><div class='quotetop'>QUOTE (Thaldarin @ Feb 19 2011, 12:47 PM) <a href="index.php?act=findpost&pid=1833681"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He did not say his entire map is destroyed.

    Quit trolling Chris.<!--QuoteEnd--></div><!--QuoteEEnd-->

    yeah keep that out of the mapping thread, it's serious business in here.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I tried moving the hive but that original start room doesn't really fit a marine theme so i will do some alterations to it to see what i can come up with.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->RT should be best protected by your hive<!--QuoteEnd--></div><!--QuoteEEnd-->...for once i actually agree with you Thaldarin, but if it's to close it will go down easily if caught in the crossfire.

    Looks like i will have to find a "happy place" for my harvester. I am open for suggestions on how to alter area 37.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1833717:date=Feb 19 2011, 08:51 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Feb 19 2011, 08:51 PM) <a href="index.php?act=findpost&pid=1833717"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->...for once i actually agree with you Thaldarin, but if it's to close it will go down easily if caught in the crossfire.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Regen + Spawning players + that'll be your most protected area structure wise.

    If your hive is going down your RT should be down first. There's no caught in crossfire. It's how it should be forced to be.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    Unless Marines rush the hive by surprise and focus on the hive first to get it over with like in NS1, but I don't know if that's possible in NS2 anyway.

    I agree that the node should be close to the hive unless you have some super special gameplay mapped out, which is hard to do considering that we don't even know exactly how "normal" NS2 is going to play out.
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    I was able to move it to a suitable location without major changes however i am perplexed about "Double RT", If i leave the Double RT room it will only benefit marines as i tried to infest and quickly drop the rt and a crag only to lose the harvester quickly anyways. The way i see it as for balance a double RT room is a no go unless at a tech point.

    If remove the power from that area to force marines to use portable power for that area,but can power be down by default in any particular area?.
  • ApathymanApathyman Join Date: 2011-01-21 Member: 78495Members
    <!--quoteo(post=1833737:date=Feb 19 2011, 01:57 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Feb 19 2011, 01:57 PM) <a href="index.php?act=findpost&pid=1833737"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was able to move it to a suitable location without major changes however i am perplexed about "Double RT", If i leave the Double RT room it will only benefit marines as i tried to infest and quickly drop the rt and a crag only to lose the harvester quickly anyways. The way i see it as for balance a double RT room is a no go unless at a tech point.

    If remove the power from that area to force marines to use portable power for that area,but can power be down by default in any particular area?.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In the editor, no, there is no flag to set to make a PP unbuilt by default. However, the lua code currently has the powerpoint classified as a structure with no team that is just hard-coded to be a completed structure on level init (I think I'm right, but it's late and I didn't spend a lot of time looking. Double-check PowerPoint.lua line 87 (function starts at 71)) if you want to fact-check). Certainly you could bring it up in the modders forum for a custom fix? It really should be an option in the editor, though (hi, devs!).
  • SN.WolfSN.Wolf Join Date: 2010-03-29 Member: 71115Members
    The certainly would be useful along with adjustable weld times for the power to help balance. I may be way off, but i'm thinking NS1, welding or biting through a door/wall to gain access to that area or even timers so they are only powered on after 8-10 minutes into the game.

    They still have loads to do with balance so i will leave it for now as something implemented in the game it's self should be done before a modifications as it will most likely cause confusion and make each custom map require a read-me file to clarify why the area is the way it is and special instructions to access it.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    i wouldn't be surprised to see "initial DI" entities and harvesters having their own DI generation.
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