Does anyone know a good light tutorial ,because i don't really get the point how to make a good atmosphere on my map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what does MAX_PATCHES mean? coz it wont compile my lighting for sum reason <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The compile tools subdivide your surfaces into areas called patches before doing the lighting. If your map has too much surface area, you'll get the MAX_PATCHES error. If you aren't using the -sparse compile flag in Rad, use it and you'll double the amount of patches you can use.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I just tested my map and ran into two map related problems, The first, Ladders. Some ladders (most of them were ones going up through water) tended to push marines off of them if they tried to mount, were impossible to dismount, or worse, THREW my marines at insane speeds around the map sometimes teleporting them through walls. Please explain and tell me everything about this. It didn't do this when I loaded the map and ran it myself, but it does it when its being run by a server. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You don't have multiple ladders made into a single entity do you? Or two ladders very close together (facing each other) so that one person is on both at once?
these cover the how to the what too i suggest looking into photography i suggest black and white over color for example <a href='http://www.masters-of-photography.com/' target='_blank'>http://www.masters-of-photography.com/</a> persoanlly i like w eugene smith but what ever floats your boat <img src='http://www.masters-of-photography.com/images/full/smith/smith_pittsburgh_steel.jpg' border='0' alt='user posted image'>
how do I change the amount of gravity in a particular room? trigger_gravity won't work for me or did I miss something..? I was told you can do it with trigger_push but I don't know what properties to use. I did search for this but maybe I missed something if theirs another topic someone can point me to I'd appreciate it thx.
Oh yes, these are ladders that are multiple brushes made into one... is that it? *fixes that* thanks
trigger_push is a brush based trigger that will cause a force on you in a certain direction and of a certain magnitude. I assume that the magnitude is akin to that of gravity. So if you want to cancel gravity one would use a trigger push of magnitude 800 in the verticle up direction. To increase gravity, you'd have a positive magnitude in the down direction. Anything inside the trigger_push has this force applied to them. IIRC, it won't affect skulks stuck to walls.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how do I change the amount of gravity in a particular room? trigger_gravity won't work for me or did I miss something..? I was told you can do it with trigger_push but I don't know what properties to use. I did search for this but maybe I missed something if there's another topic someone can point me to I'd appreciate it thx. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
IIRC, trigger_gravity is broken right now. I guess you could make a trigger_push cover the entire room you wanted to have low gravity in. Then you'd have to tweak the speed key until it counters gravity the proper amount. Of course, I could be completely wrong and that might not work. Try it and see.
ya k I did that already problem is I just float around doesn't really act like sv_gravity 100 does as in I can't land and jump again. I'm probably just missing something or do something wrong, I'm pretty new at all this. I think I found an alternative that I can use to replace my orginal idea not what I was trying for but it'll work.
hrm I should probably post some sreenshots of my ns_fishtank learned a lot in the last few months about mapping still a lot I would like to know though..
how do you create steam or smoke..? how do you create an electric curent effect..?
any tutorials on these type of things, or just get the answers here..? I appreciate the help guys, learning to map has given me a whole new respect for you guys theirs so much involved blows my mind. Really does take a true artist and some creative thinking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I haven't used sv_gravity since it doesn't work in NS, but I would assume setting it to 100 reduces gravity to 100, right? To simulater this you would give the trigger_push a speed of 700.
For making steam or smoke you'd probably want to use NS' particle system, with the env_particles_custom entity. However, particle systems are quite complex to learn. Depending on what you were using it for maybe you could a sprite animation instead. As for and electric current effect I'm thinking you probably mean somethink like an electric-looking spark. I haven't looked into this yet myself but I think one of the HL entities like env_beam would be able to do that.
@ Fortuna Wolf: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would do that by making aliens start with all 3 hives, and then using a trigger_hurt to instantly kill two of the hives and then turning the trigger_hurt off. To stop aliens from spawning at those two hives use two large doors that cover up the spawns and then when the hives are dead move out of the map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
maybe this fixes your problem. came over it when thinking about some kind of "jp-hive-defense-system" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> because there are solutions to stiop marines from rushing a hive that is too open. here we go: - create a trigger hurt with damage 100. - create a second trigger hurt but with damage -100! (some people doesnt know what it does) - create a trigger presence with the "marine touching" flag targetting the trigger hurt -100 effect: when an alien passes he will be damaged but at the same time healed. when a marine passes the trigger "heal" will switched off so he only gets damaged. should work even when the new round starts. I admit that I havent tested it yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> should also work with the hives. to the respawns: hives have a defined respawn area. the hive will search respawns in a defined distance. so if you kill your other hives the aliens should spawn automatically at the hive that "survived" although let the aliens start at the same hive all the time sounds a bit boring to me...
dont know if this is a n00bish problem or not. My map was all correct, but then i placed some lights and then i've got 3 leaks. Ok not a problem so far but the point is that i just made the rr and the marinestart, but these 2 rooms are closed rooms (just hollowed out). Could there be a poblemwith the lights?
btw: Where do you guys place the ready room?
EDIT: Hmmm don't know what kind of problem it is but after i deleted all entinities there weren't leaks anymore. everytime i place an entinity there is a leak at the entinity. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
hm... there were a thousand answeres to that question. a leak can be quite small so you dont see it in worldcraft/vhe. if the problems are the lights then you have placed them outside the world in the void. dunno what to saz. read the "read this before you post" thread!
I've read the whole thread. If i delete all entinitys there aren't leaks, if i place e.g. a func_resource then i have a leak at this entinity <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> I tried leakmarker and searched via pointfile. It can't be that i can't place entinitys
<!--QuoteBegin--Lt.Gravity+Jun 7 2003, 02:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jun 7 2003, 02:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->@ Fortuna Wolf: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would do that by making aliens start with all 3 hives, and then using a trigger_hurt to instantly kill two of the hives and then turning the trigger_hurt off. To stop aliens from spawning at those two hives use two large doors that cover up the spawns and then when the hives are dead move out of the map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> effect: when an alien passes he will be damaged but at the same time healed. when a marine passes the trigger "heal" will switched off so he only gets damaged. should work even when the new round starts. I admit that I havent tested it yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> should also work with the hives. to the respawns: hives have a defined respawn area. the hive will search respawns in a defined distance. so if you kill your other hives the aliens should spawn automatically at the hive that "survived" although let the aliens start at the same hive all the time sounds a bit boring to me...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I'm not sure if that would work, trigger hurts don't always operate at the same rate, so the hurt of 100 might killl the aliens, before the -100 hit them. Also the trigger hurt would kill any aliens coming to attack the marine.
As for starting at a specific hive, a) do trigger_hurts hurt hives? I've never been able to make them hurt any buildings at all. and b) How would you make it so they start with all three hives in the first place?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'm not sure if that would work, trigger hurts don't always operate at the same rate, so the hurt of 100 might killl the aliens, before the -100 hit them. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> how I stated I havent tested it yet. but in that case I think the trigger hurt will operate properly. the map sets a status when all entites are triggerd. you can watch this when the func_trains take their position on map startup. to solve the problem you could alter the damage to 50 so the aliens have enough health left <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also the trigger hurt would kill any aliens coming to attack the marine. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> if you would know the entities of ns you will have been noticed that there is no teamspecific flag for the trigger_hurt like in dod. and think about the possible "collision" of an alien and a marine in THE SAME AIRDUCT! and the trigger_hurt is meant to cover small ways to the hive and not huge areas (for which purpose anyway?) so what? noone forces you to use this trigger. but one skulk or lerk is a low price for saving your hive from a jetpacker dont you think so?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As for starting at a specific hive, a) do trigger_hurts hurt hives? I've never been able to make them hurt any buildings at all. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I think they do (not tested). the entities in ns seem to have two different attributes: mechanical or organic. this seem to be the same as in hl. so damagetypes are slightly different. trigger_hurt definitelly doesnt hurt marine buildings but maybe the other way round.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and b) How would you make it so they start with all three hives in the first place? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> ehm... quite a noobish question, isnt it? then you will be also surprised that there is a map out there with 6 possible hive locations. if you dont know the answer, go check your map specific entities for a solution...
<!--QuoteBegin--Lt.Gravity+Jun 7 2003, 11:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Jun 7 2003, 11:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->if you would know the entities of ns you will have been noticed that there is no teamspecific flag for the trigger_hurt like in dod. ...but one skulk or lerk is a low price for saving your hive from a jetpacker dont you think so? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I've never played DOD, but I know that trigger_hurts aren't team specific, that's why I mentioned that. There are better ways to protect the hive then simply killing everything off. Besides, how would that poor marine feel when he died for no reason? <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->trigger_hurt definitelly doesnt hurt marine buildings but maybe the other way round. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I've played around quite a bit with triggers hurt, with and without trigger_pushs, and I've never been able to make them kill any buildings, marine or alien. <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ehm... quite a noobish question, isnt it? then you will be also surprised that there is a map out there with 6 possible hive locations. if you dont know the answer, go check your map specific entities for a solution...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->noobish? that's awefully rude. Why don't you go tell Hunter that he's a noob for not catching the brush leak in map? I'm not at all surprised that there's a map with 6 hive locations, as I'm currently considering 4 hive locations for a map I'm making, and I discussed with a friend having as many as 12 or 15 hive locations in a map. If you don't know an answer or don't feel like answering either say so or don't say anything at all.
<!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> I've tried ALL the options that are mentioned in this thread but i still can't find that **** leak and i searched the whole day! <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> I hardly need help <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> EDIT: won't be too clever too put a large room around my map huh?
i have a Question and that is : in wich .Wad can i find an Infested hera_floor01 / 03 texture ? and more... I heard sum saying its in 1.1 .wad and sum say its in ns_remix.wad....
help <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
EDIT: I should now that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
no ,i already checked that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
ok I will tell you (wrote some explanations in another forum) how to find a leak:
- first of all make shure that no entitie is in the void or that you moved a section with entites out of your actual map and forgot to delete the entities now located in the freespace (I know that can happen easily) - if your map isnt too big you simply check suspicious spots in wc/vhe. search in corners. in some cases you lowered the floor and just forgot to make your walls higher/lower. - start your map with the console, type "sv_cheats 1" and "noclip" to surf around in the map. type "pointfile" to load the traceline to/through your leak. no hunt your leak <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> I guess this doenst work in ns. type "gl_clear 1" to kick this anoying "hall of mirrors effect".
personally will never ever use the traceline anymore. if the map is too big you surf the traceline for hours. and maybe you cant find your leak.
now I use a technique that is quite effective: - delete all entites exept one playerstart IN the map (make backup copy just in case) - now create a big (and I mean HUUUUUUUUUUGE <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) wall that splits your map in half - compile your map. if there is a error one leak is on the side the playerstart is located. ok, you have to search the leak but wih this technique you can specify the area where ts located. if you got no error, move the wall a bit and compile again. if your structure is not to complicated you should be able to find your leak in no time.
last time I had a leak I searched with the traceline three times in 8hours. with this technique I got my leak in 15 minutes. and it was one little ****... but never ever will a leak rule me!!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> good luck!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've never played DOD, but I know that trigger_hurts aren't team specific, that's why I mentioned that.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> thats incorrect. in dod the trigger_hurt?s are teamspecific. allies, axis, both. this is an great idea so you can easily construct respawn security. "oh lets spawncamp the axis." *BAMM!* "ouch what was that?" you see <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> and I dont care what the poor marine will think if he is too stupid to win the game in other ways than jp rushing the poor hive. even if my team swaps to this "tactic" I allways say that in my eyes is terrible lame. as long as the ns team thinks that hmg carrying jps are a good idea I will think killing all the lamer scum before they reach the hive is a good idea. but I admit that there are some hives out there that are really dangerous for packer. in some cases the location is too open so you have to think about how to defend the hive... define the number of starthives with your mapentities.
Lol Gravity, you got him wrong. He meant: I've never played DOD, but I know that *in NS* trigger_hurts aren't team specific, that's why I mentioned that.
Get it? He never played DoD so he really has no idea what trigger_hurts do in it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
one thing I came over while playtesting my map: if you placed ambience_generic in your map and even if you check the flag "play everywhere" the sounds gets more quiet when you turn yourself till its completely silend. then it gets louder to its original volume. same problem at a friends pc. did I messed up the ambience_generic in any way? is it a general problem of ns? or are just this 2 pc´s crappy?
Suddenly found the leak and yeah it was a too short brush leak <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> anyway the "building one big room around the map then half it etc. " methode is the best
Now i got 2 problem with the main door at my marine start: - How can i say the door to stay open until the func_button is used again -My door consists of two d?ors one is moving to the right and the other one moves to the left but the one which should move right doesn't. is there another way to move it in this direction unless to put the angle to "0" ?
So help me out with my n00bless <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
what does MAX_PATCHES mean? coz it wont compile my lighting for sum reason
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The compile tools subdivide your surfaces into areas called patches before doing the lighting. If your map has too much surface area, you'll get the MAX_PATCHES error. If you aren't using the -sparse compile flag in Rad, use it and you'll double the amount of patches you can use.
I just tested my map and ran into two map related problems, The first, Ladders. Some ladders (most of them were ones going up through water) tended to push marines off of them if they tried to mount, were impossible to dismount, or worse, THREW my marines at insane speeds around the map sometimes teleporting them through walls. Please explain and tell me everything about this. It didn't do this when I loaded the map and ran it myself, but it does it when its being run by a server.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You don't have multiple ladders made into a single entity do you? Or two ladders very close together (facing each other) so that one person is on both at once?
this is actually a bug a lo0t of marines complian about it.
lighting tutorials
<a href='http://www.vlatitude.com/tutorials.php?tutID=5' target='_blank'>http://www.vlatitude.com/tutorials.php?tutID=5</a>
<a href='http://www.vlatitude.com/tutorials.php?tutID=6' target='_blank'>http://www.vlatitude.com/tutorials.php?tutID=6</a>
<a href='http://www.vlatitude.com/tutorials.php?tutID=30' target='_blank'>http://www.vlatitude.com/tutorials.php?tutID=30</a>
these cover the how to the what too i suggest looking into photography
i suggest black and white over color for example
<a href='http://www.masters-of-photography.com/' target='_blank'>http://www.masters-of-photography.com/</a>
persoanlly i like w eugene smith but what ever floats your boat
<img src='http://www.masters-of-photography.com/images/full/smith/smith_pittsburgh_steel.jpg' border='0' alt='user posted image'>
is that it? *fixes that*
thanks
trigger_push is a brush based trigger that will cause a force on you in a certain direction and of a certain magnitude. I assume that the magnitude is akin to that of gravity. So if you want to cancel gravity one would use a trigger push of magnitude 800 in the verticle up direction. To increase gravity, you'd have a positive magnitude in the down direction. Anything inside the trigger_push has this force applied to them. IIRC, it won't affect skulks stuck to walls.
how do I change the amount of gravity in a particular room? trigger_gravity won't work for me or did I miss something..? I was told you can do it with trigger_push but I don't know what properties to use. I did search for this but maybe I missed something if there's another topic someone can point me to I'd appreciate it thx.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
IIRC, trigger_gravity is broken right now. I guess you could make a trigger_push cover the entire room you wanted to have low gravity in. Then you'd have to tweak the speed key until it counters gravity the proper amount. Of course, I could be completely wrong and that might not work. Try it and see.
I already gave you suggestions. Halve the gravity by making its magnitude 400 and direction up.
hrm I should probably post some sreenshots of my ns_fishtank learned a lot in the last few months about mapping still a lot I would like to know though..
how do you create steam or smoke..?
how do you create an electric curent effect..?
any tutorials on these type of things, or just get the answers here..?
I appreciate the help guys, learning to map has given me a whole new respect for you guys theirs so much involved blows my mind. Really does take a true artist and some creative thinking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
For making steam or smoke you'd probably want to use NS' particle system, with the env_particles_custom entity. However, particle systems are quite complex to learn. Depending on what you were using it for maybe you could a sprite animation instead. As for and electric current effect I'm thinking you probably mean somethink like an electric-looking spark. I haven't looked into this yet myself but I think one of the HL entities like env_beam would be able to do that.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would do that by making aliens start with all 3 hives, and then using a trigger_hurt to instantly kill two of the hives and then turning the trigger_hurt off. To stop aliens from spawning at those two hives use two large doors that cover up the spawns and then when the hives are dead move out of the map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
maybe this fixes your problem. came over it when thinking about some kind of "jp-hive-defense-system" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> because there are solutions to stiop marines from rushing a hive that is too open.
here we go:
- create a trigger hurt with damage 100.
- create a second trigger hurt but with damage -100! (some people doesnt know what it does)
- create a trigger presence with the "marine touching" flag targetting the trigger hurt -100
effect: when an alien passes he will be damaged but at the same time healed. when a marine passes the trigger "heal" will switched off so he only gets damaged. should work even when the new round starts. I admit that I havent tested it yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
should also work with the hives. to the respawns: hives have a defined respawn area. the hive will search respawns in a defined distance. so if you kill your other hives the aliens should spawn automatically at the hive that "survived" although let the aliens start at the same hive all the time sounds a bit boring to me...
Ok not a problem so far but the point is that i just made the rr and the marinestart, but these 2 rooms are closed rooms (just hollowed out). Could there be a poblemwith the lights?
btw: Where do you guys place the ready room?
EDIT: Hmmm don't know what kind of problem it is but after i deleted all entinities there weren't leaks anymore.
everytime i place an entinity there is a leak at the entinity. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
a leak can be quite small so you dont see it in worldcraft/vhe.
if the problems are the lights then you have placed them outside the world in the void.
dunno what to saz. read the "read this before you post" thread!
If i delete all entinitys there aren't leaks, if i place e.g. a func_resource then i have a leak at this entinity <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I tried leakmarker and searched via pointfile. It can't be that i can't place entinitys
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would do that by making aliens start with all 3 hives, and then using a trigger_hurt to instantly kill two of the hives and then turning the trigger_hurt off. To stop aliens from spawning at those two hives use two large doors that cover up the spawns and then when the hives are dead move out of the map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
effect: when an alien passes he will be damaged but at the same time healed. when a marine passes the trigger "heal" will switched off so he only gets damaged. should work even when the new round starts. I admit that I havent tested it yet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
should also work with the hives. to the respawns: hives have a defined respawn area. the hive will search respawns in a defined distance. so if you kill your other hives the aliens should spawn automatically at the hive that "survived" although let the aliens start at the same hive all the time sounds a bit boring to me...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm not sure if that would work, trigger hurts don't always operate at the same rate, so the hurt of 100 might killl the aliens, before the -100 hit them. Also the trigger hurt would kill any aliens coming to attack the marine.
As for starting at a specific hive, a) do trigger_hurts hurt hives? I've never been able to make them hurt any buildings at all. and b) How would you make it so they start with all three hives in the first place?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
how I stated I havent tested it yet. but in that case I think the trigger hurt will operate properly. the map sets a status when all entites are triggerd. you can watch this when the func_trains take their position on map startup. to solve the problem you could alter the damage to 50 so the aliens have enough health left <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also the trigger hurt would kill any aliens coming to attack the marine.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
if you would know the entities of ns you will have been noticed that there is no teamspecific flag for the trigger_hurt like in dod. and think about the possible "collision" of an alien and a marine in THE SAME AIRDUCT! and the trigger_hurt is meant to cover small ways to the hive and not huge areas (for which purpose anyway?) so what? noone forces you to use this trigger. but one skulk or lerk is a low price for saving your hive from a jetpacker dont you think so?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
As for starting at a specific hive, a) do trigger_hurts hurt hives? I've never been able to make them hurt any buildings at all. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think they do (not tested). the entities in ns seem to have two different attributes: mechanical or organic. this seem to be the same as in hl. so damagetypes are slightly different. trigger_hurt definitelly doesnt hurt marine buildings but maybe the other way round.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and b) How would you make it so they start with all three hives in the first place? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
ehm... quite a noobish question, isnt it? then you will be also surprised that there is a map out there with 6 possible hive locations. if you dont know the answer, go check your map specific entities for a solution...
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I've never played DOD, but I know that trigger_hurts aren't team specific, that's why I mentioned that. There are better ways to protect the hive then simply killing everything off. Besides, how would that poor marine feel when he died for no reason?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->trigger_hurt definitelly doesnt hurt marine buildings but maybe the other way round.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I've played around quite a bit with triggers hurt, with and without trigger_pushs, and I've never been able to make them kill any buildings, marine or alien.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ehm... quite a noobish question, isnt it? then you will be also surprised that there is a map out there with 6 possible hive locations. if you dont know the answer, go check your map specific entities for a solution...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->noobish? that's awefully rude. Why don't you go tell Hunter that he's a noob for not catching the brush leak in map? I'm not at all surprised that there's a map with 6 hive locations, as I'm currently considering 4 hive locations for a map I'm making, and I discussed with a friend having as many as 12 or 15 hive locations in a map. If you don't know an answer or don't feel like answering either say so or don't say anything at all.
I hardly need help <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
EDIT: won't be too clever too put a large room around my map huh?
in wich .Wad can i find an Infested hera_floor01 / 03 texture ? and more...
I heard sum saying its in 1.1 .wad and sum say its in ns_remix.wad....
help <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
EDIT: I should now that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
- first of all make shure that no entitie is in the void or that you moved a section with entites out of your actual map and forgot to delete the entities now located in the freespace (I know that can happen easily)
- if your map isnt too big you simply check suspicious spots in wc/vhe. search in corners. in some cases you lowered the floor and just forgot to make your walls higher/lower.
- start your map with the console, type "sv_cheats 1" and "noclip" to surf around in the map. type "pointfile" to load the traceline to/through your leak. no hunt your leak <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> I guess this doenst work in ns. type "gl_clear 1" to kick this anoying "hall of mirrors effect".
personally will never ever use the traceline anymore. if the map is too big you surf the traceline for hours. and maybe you cant find your leak.
now I use a technique that is quite effective:
- delete all entites exept one playerstart IN the map (make backup copy just in case)
- now create a big (and I mean HUUUUUUUUUUGE <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) wall that splits your map in half
- compile your map. if there is a error one leak is on the side the playerstart is located. ok, you have to search the leak but wih this technique you can specify the area where ts located. if you got no error, move the wall a bit and compile again. if your structure is not to complicated you should be able to find your leak in no time.
last time I had a leak I searched with the traceline three times in 8hours. with this technique I got my leak in 15 minutes. and it was one little ****... but never ever will a leak rule me!!!
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> good luck!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've never played DOD, but I know that trigger_hurts aren't team specific, that's why I mentioned that.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
thats incorrect. in dod the trigger_hurt?s are teamspecific. allies, axis, both. this is an great idea so you can easily construct respawn security. "oh lets spawncamp the axis." *BAMM!* "ouch what was that?" you see <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> and I dont care what the poor marine will think if he is too stupid to win the game in other ways than jp rushing the poor hive. even if my team swaps to this "tactic" I allways say that in my eyes is terrible lame. as long as the ns team thinks that hmg carrying jps are a good idea I will think killing all the lamer scum before they reach the hive is a good idea.
but I admit that there are some hives out there that are really dangerous for packer. in some cases the location is too open so you have to think about how to defend the hive...
define the number of starthives with your mapentities.
I've never played DOD, but I know that *in NS* trigger_hurts aren't team specific, that's why I mentioned that.
Get it? He never played DoD so he really has no idea what trigger_hurts do in it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
if you placed ambience_generic in your map and even if you check the flag "play everywhere" the sounds gets more quiet when you turn yourself till its completely silend. then it gets louder to its original volume. same problem at a friends pc. did I messed up the ambience_generic in any way? is it a general problem of ns? or are just this 2 pc´s crappy?
to fix this, place some more amb_gens in your map (say one at each conner, and 1 in the middle) that way the fall off is not as notice able
amckern
anyway the "building one big room around the map then half it etc. " methode is the best
Now i got 2 problem with the main door at my marine start:
- How can i say the door to stay open until the func_button is used again
-My door consists of two d?ors one is moving to the right and the other one moves to the left but the one which should move right doesn't. is there another way to move it in this direction unless to put the angle to "0" ?
So help me out with my n00bless <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->