Can Welded Vents Really Be Taken Down?
Unipac
Join Date: 2003-01-27 Member: 12864Members, Constellation
<div class="IPBDescription">If so, how much health does it have?</div> I've heard both sides of the story... has anyone really taken down a vent? I thought I saw someone do it, but I'm not so sure anymore <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Comments
but i have no concrete evidence
Man, those oc's had to get a shot right on that bar lol. Consider yourself unfortunate <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Thanks all <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Yes, I've seen the Bast vent broken open. Yes, it takes a freaking LONG time to get it open, because as noted it has 5000hp. Doesn't matter if you hit it on the 'crossbar' or not.
Also, the only-Gorge-spit thing may be another artifact of the wallwalk code.. anyone tried standing a little back from it and chomping, instead of just butting right up into it (and likely biting PAST it)?
On ns_nothing, the vent that leads to the marine base also confused me. At the start of the round, if you bite it, it doesn't break. However if you go into the vent from the marine base end and bite it from the opposite side, it does. The open vent can then be welded shut again but I'm not sure if a gorge can open it.
There were a few other maps that after I posted this thread decided to look at, but I think I only found one, ut I don't remember where.
but i have no concrete evidence <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
i spitted it five times and it opened <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Yes there is. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> To hold off skulks a few minutes.
it sounds to me like the weldable vents have UP TO 5000 hp depending upon
how long the 'rines spend welding. so, if the vent is just welded shut then one
or two spits will open it. if it's welded longer, then maybe it'll hold longer. i have
seen both of the cases mentioned, either a single spit opens a vent, or a gorge
hits it 20+ times and nothing happens, so either it's a bug...or a feature.
this could be easily verified/refuted via a quick LAN game. i don't have time just
now, so if someone does check it, please post the result. thanx.
The 'health' of a weldable is determined exclusively by the mapper, and it is either 'on' or it's 'off'. If the weld is of the 'weld-closed' type, then the weld is passable (ghost-like) until the welding is 100% completed. At that time, the weld becomes solid and whatever health the mapper assigned to that weld is the damage required to break it open. Unless there is some upper limit in the code somewhere, there is no upper limit, and if the mapper sets the weld's health to -1, then the weld cannot be broken. Not many mappers have used the 'weld-closed' types of weldables in their maps. Most of the weldables that you see are of the 'weld-open' variety, and they cannot be damaged to make them open. Simple as that.
It's very possible that the reason people have seen gorges breaking welds with an inconsistent number of shots of spit is due to a bug relating to latency or some other factor that is supposed to determine when the spit is supposed to be 'erased', instead of continuing to drill through an object. Of course, it may be something completely different, but it IS a game bug, not a feature or a mapping issue.
I've never seen it broken on linux servers yet I have on windows servers.
Just an idea though, not 100% sure.