Ns_complex
Ollj
our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
texturing and lightning is too awfull to show screenhots.
lets explain the complex layout first:
blue = highest level
green = med level
red = lowest level
dot-lines = levels coss but dont touch each other
black lines = levels touch each other
white = hives
yellow = ressources
bright red (with white dot) and bright blue (with black dot) = Stitched ressource ***
purple = vents/weldables****
RR:
On the lower end the ready room is missing
CC:
There are 2 possible command consoles at the beginning (green room lower left and right). Marines have to choose.
Once choosen the other CC stays locked. (this works fine)
VENTS:
The 4 vents at the hives keep closed till a CC is choosen, then they can be opened and closed from inside the hive only. (necessary because they lead to quick hive siege places.
TOGGLED RESOURCES:
There are 2 systems of toggleable ressources; Red and blue. they work the same:
both systems have a door in (their color) next to their northern res.
This door is opened from the start.
if one of the ressources of one system gets build, that door closes.
Both ressources of one system are placed behind a seperate ressource locking door. if one door opens the other door will stay close and that ressource will stay locked for the rest of the game.
lets explain the complex layout first:
blue = highest level
green = med level
red = lowest level
dot-lines = levels coss but dont touch each other
black lines = levels touch each other
white = hives
yellow = ressources
bright red (with white dot) and bright blue (with black dot) = Stitched ressource ***
purple = vents/weldables****
RR:
On the lower end the ready room is missing
CC:
There are 2 possible command consoles at the beginning (green room lower left and right). Marines have to choose.
Once choosen the other CC stays locked. (this works fine)
VENTS:
The 4 vents at the hives keep closed till a CC is choosen, then they can be opened and closed from inside the hive only. (necessary because they lead to quick hive siege places.
TOGGLED RESOURCES:
There are 2 systems of toggleable ressources; Red and blue. they work the same:
both systems have a door in (their color) next to their northern res.
This door is opened from the start.
if one of the ressources of one system gets build, that door closes.
Both ressources of one system are placed behind a seperate ressource locking door. if one door opens the other door will stay close and that ressource will stay locked for the rest of the game.
Comments
Ill tell how. this is a side wiew:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
cc1___presence1___door1___spawn___door2___presence2____cc2
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
door 1 and 2 are closed and both just openable with a trigger_once.
when you open door1 or door2, both doors open.
when you open door1 you kill the trigger presence2 and the trigger_once that could open door2.
when you open door2 you kill the trigger presence1 and the trigger_once that could open door1.
u cant reach the trigger_presences without opening the doors / without choosing first.
So after the doors are open just one of the triggers works, the other is killed.
the locked cc stays behind his unreachable wall. there are also 2 func_nobuilds, one of them gets killed to allow building there.