Buildings sink because you place them in a location where part of the building is inside a floor - if the building is IN the floor, there is nothing to support it and it falls out of the level. This also happens in vents a lot, as most buildings do not fit in vents...
yup i tihnk <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
it wants to fine an exact flat piece to rest, so usually if its placed on slants or watever, then it`ll keep digging down untill it finds a flat piece of ground. unfortunatly it doesn`t and fly`s off into a void.
but you have to get it built first though don't you fire? Easy enough with plenty of marines around it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Yeah, it is easy with plenty of marines, but more often than not when a building sinks its when you have a couple of daring guys in a vent trying to sneakily seige :/
is it just me or do CCs never sink? I've seen them built everywhere, on top of marines, floating in the middle of nowhere, to any place where another structure falls. Ive also seen them built on trigger_hurt places where other structures die (might be just me?)
I think they are making the models rotate (i know for the skulks at least) so maybe they could implement the same code but for buildings.
<!--QuoteBegin--NS Mapping Guidelines+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NS Mapping Guidelines)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Constrain Buildable Areas - Marine commanders and alien builders both have limitations on where they can place buildings. These limitations allow mappers to decide exactly where each team should be able to fortify their positions.
Marines can't build on ground that is...
sloped more than 45 degrees too small an area for the building to fit under too low a ceiling for the building to fit under a liquid (water, lava, slime) or sky part of a func_seethrough or func_seethroughdoor blocked by a func_nobuild textured with the NOBUILD texture from ns.wad
Aliens can't build on ground that is...
sloped more than 45 degrees too small an area for the building to fit under too low a ceiling for the building to fit <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--Roobubba+May 10 2003, 12:38 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roobubba @ May 10 2003, 12:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> but you have to get it built first though don't you fire? Easy enough with plenty of marines around it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Hmm maybe indeed... I'm not sure <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Roobubba+May 10 2003, 06:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roobubba @ May 10 2003, 06:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> but you have to get it built first though don't you fire? Easy enough with plenty of marines around it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> in computer core on ns_eclipse u could build a phasegate in the the downright corner (only then the upper corner down there) that would sink but u could still build it and phase tru it even if it wasnt visible
I did this in 1.03 tho, dont know if it still works(probly), u should try it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I remember a whole row on the blueyonder servers after someone "accidently" built a phase in that position and kept it, I always wondered how it didn't sink into oblivion like most sinking buildings do, any ideas?
<!--QuoteBegin--MasterEvilAce+May 10 2003, 08:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MasterEvilAce @ May 10 2003, 08:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How about on slopped surfaces, instead of sinking because the corner is in the floor, how about rotating the model to conform to the slope <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
If it cant be fixed, A function could be put into the ents think to check if its in the void, if it is, kill it and restore the resources. OR Save the origin of the building 2 seconds after its been placed, then check the origin with in 5 seconds, if its different, then the stucture is moving. so kill it and refund res. Dunno how good it would work tho.
It may not be a perfect fix, but it would at least give them thier resources back.
<!--QuoteBegin--FireStorm+May 10 2003, 06:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (FireStorm @ May 10 2003, 06:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If it sinks you can try to recycle it if you're quick enough. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I believe you can't recycle an unbuilt item, so you'd have to be *really* fast then. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Comments
it wants to fine an exact flat piece to rest, so usually if its placed on slants or watever, then it`ll keep digging down untill it finds a flat piece of ground. unfortunatly it doesn`t and fly`s off into a void.
How about on slopped surfaces, instead of sinking because the corner is in the floor, how about rotating the model to conform to the slope
<!--QuoteBegin--NS Mapping Guidelines+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NS Mapping Guidelines)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Constrain Buildable Areas - Marine commanders and alien builders both have limitations on where they can place buildings. These limitations allow mappers to decide exactly where each team should be able to fortify their positions.
Marines can't build on ground that is...
sloped more than 45 degrees
too small an area for the building to fit
under too low a ceiling for the building to fit
under a liquid (water, lava, slime) or sky
part of a func_seethrough or func_seethroughdoor
blocked by a func_nobuild
textured with the NOBUILD texture from ns.wad
Aliens can't build on ground that is...
sloped more than 45 degrees
too small an area for the building to fit
under too low a ceiling for the building to fit <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Hmm maybe indeed... I'm not sure <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
in computer core on ns_eclipse u could build a phasegate in the the downright corner (only then the upper corner down there) that would sink but u could still build it and phase tru it even if it wasnt visible
I did this in 1.03 tho, dont know if it still works(probly), u should try it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
How about on slopped surfaces, instead of sinking because the corner is in the floor, how about rotating the model to conform to the slope <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
OR
Save the origin of the building 2 seconds after its been placed, then check the origin with in 5 seconds, if its different, then the stucture is moving. so kill it and refund res. Dunno how good it would work tho.
It may not be a perfect fix, but it would at least give them thier resources back.
I believe you can't recycle an unbuilt item, so you'd have to be *really* fast then. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->