Vent Questions
Orcrist
Join Date: 2002-12-18 Member: 11050Members
<div class="IPBDescription">On certain maps</div> 1. I was having fun as a skulk in ns_nancy, running around in the maps rich and beautifull vent network. Then all of a sudden a marine, without jetpack I'm sure, walking around at ceiling-level (not quite the highest level of the vent, but above groundlevel for most locations on the map.) He was parasited, so I was able to kill him before he even noticed me. BUT I wonder, how the hell did he get up there?
2. At ns_bast it's possible to bust the vent outside the marine spawn. In several games I've welded it shut but later on there were fades coming in through that vent - I hate it when that happens. So how is it done? Just hitting it alot with any weapon? Is it a bug?
3. Sometimes at ns_hera the vents won't shut after welding them. At some vents you can 'use' to open & close, but I'm talking about the ones you can't use. For example, the one at holoroom, when you come from Hera Entrance & Reception and it's on the left hand side, the vent opening is shaped like a box.
2. At ns_bast it's possible to bust the vent outside the marine spawn. In several games I've welded it shut but later on there were fades coming in through that vent - I hate it when that happens. So how is it done? Just hitting it alot with any weapon? Is it a bug?
3. Sometimes at ns_hera the vents won't shut after welding them. At some vents you can 'use' to open & close, but I'm talking about the ones you can't use. For example, the one at holoroom, when you come from Hera Entrance & Reception and it's on the left hand side, the vent opening is shaped like a box.
Comments
2. At ns_bast it's possible to bust the vent outside the marine spawn. In several games I've welded it shut but later on there were fades coming in through that vent - I hate it when that happens. So how is it done? Just hitting it alot with any weapon? Is it a bug?
3. Sometimes at ns_hera the vents won't shut after welding them. At some vents you can 'use' to open & close, but I'm talking about the ones you can't use. For example, the one at holoroom, when you come from Hera Entrance & Reception and it's on the left hand side, the vent opening is shaped like a box.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
keep in mind jetpacks do not add ANYTHING to the marine model (aka they are not visible, except for their trails).
He also could have been "boosted" up by a fellow marine. Marine 1 crouches, Marine 2 jumps on him. They both jump simultaneously, and repeat it one more time to get maximum height.
Vent weld breakability is up to the mapper; some can be destroyed while some can't.
Hera's Holoroom vent works fine. It's not the box that closes, but a small door higher up in the vent. Look closely as high up through the "box" as you can, it DOES close.
Uh, yeah they do. A little tech on the shoulder at a jaunty angle. Not as obvious as HA, but fairly visible.
All the weld points on Hera except for the low one at Data Core Alpha, and the grate west of Data Core Delta enable switches. After they're welded, any marine or alien can operate the switch, opening or closing the respective door.
2. In one game I was alien and we had 3 hives, and an Onos was ramming that vent for some while. A player told me it could only be opened by gorge-spit, but I somehow doubt that. I was just wondering what the story is behind this, is it just breakable if you continue forcing it (lotsa hitpoints) or is there some trick to doing it?
3. I'm pretty sure it wasn't closed. I've seen the vent at engine room on ns_tanith which doesn't appear to close but instead a black screen is raised... But it didn't go like that at ns_hera. And it wasn't a switch either. Anyone else had this bug?
Although wether or not vents are smashable is up to the mapper, I think it's fair to assume that it's not working the way it should...
I personally have used gorgespit to open up the vent to marine spawn on bast. But, as was said earlier, the welded vents on hera are generally operable through switches - the idea is that they were broken, and welding fixed the switch.
-Kavasa
On a side note that kinda relates to jetpacks (like you guys have been discussing), ns_nothing is *horrible* for the aliens. Viaduct and Powersilo get owned by jetpackers, and the vent in Cargo Bay lets the marines hit the Hive from really far away, then run away.
On a side note that kinda relates to jetpacks (like you guys have been discussing), ns_nothing is *horrible* for the aliens. Viaduct and Powersilo get owned by jetpackers, and the vent in Cargo Bay lets the marines hit the Hive from really far away, then run away.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Fixed? Huh? Why do you think it is broken?
Welds are used to prevent aliens from getting to places easily. It makes no sense that a welded vent can be broken through.
Welds have something like 99999 hitpoints, which is why skulks can't bite through them, Fades can't acid rocket them, etc., unless they sit there for 20 minutes, constantly attacking.
But a parasite, can take one out, which sounds a lot like a bug to me.
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you get a jetpack on your back when you have one.. atleast my game adds a jetpack to the back of the marine
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you get a jetpack on your back when you have one.. atleast my game adds a jetpack to the back of the marine<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That is correct.
There's a bug in HL or something where if you use some command (check your config file)
something like himodels 1
then it will always show the jetpack
change it to a 0 in your config, and it fixes the problem