A Few Quick Questions
DarkATi
Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">A Few more than a Few Really!</div> 1. My comm chair isn't there when I compile. I've moved it several times, but I have the suspicion that it may be sinking. Ever happened to anyone here?
2. Res Nodes - sometimes they have premade marine rts and sometimes alien rts, sometimes they are open and sometimes when they are open they smoke, sometimes they don;t smoke when they are open, what's the deal?
3. What's your personal favorite feature in any NS map?
4. What's your least favorite feature?
Thanks,
~DarkATi
2. Res Nodes - sometimes they have premade marine rts and sometimes alien rts, sometimes they are open and sometimes when they are open they smoke, sometimes they don;t smoke when they are open, what's the deal?
3. What's your personal favorite feature in any NS map?
4. What's your least favorite feature?
Thanks,
~DarkATi
Comments
1) The original comm chair's position is fixed when you place it on the map, it isn't affected by gravity, it's locked in place. This is why you can have hives hanging from the ceiling. So it can't be sinking. Sometimes the comm chair can be invisible if you're in the 'readyroom' (haven't joined a team) or if the round hasn't started yet (the game expects everyone to be in the readyroom).
2) All the res nodes you place on the map are empty. When the round starts it looks for the nearest res node to the CC, (or, I suspect, the origin if you haven't placed a CC) and puts a marine node there. Then it does the same for the alien's starting hive. All the other nodes will be left empty. The smoking is a particle system, and therefore somewhat unreliable. The particles systems won't even begin until a little while after the map loads, and the res nodes don't always have the particle system active after it's initialized. The smoking problem might be fixed in 2.0 with the entity resets.
As for the last 2, well, I'm not sure exactly what you mean but,
3) Interactive levels, rather that just a background to run around on. Weldables help makes levels different each time you play.
4) Vents that let Jetpackers shoot the hive while crouching invincibly.
About res nodes - basically they should smoke when they are not capped, and stop smoking when are. Sometimes it can be a little buggy, but who cares <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
1) The original comm chair's position is fixed when you place it on the map, it isn't affected by gravity, it's locked in place. This is why you can have hives hanging from the ceiling. So it can't be sinking. Sometimes the comm chair can be invisible if you're in the 'readyroom' (haven't joined a team) or if the round hasn't started yet (the game expects everyone to be in the readyroom).
2) All the res nodes you place on the map are empty. When the round starts it looks for the nearest res node to the CC, (or, I suspect, the origin if you haven't placed a CC) and puts a marine node there. Then it does the same for the alien's starting hive. All the other nodes will be left empty. The smoking is a particle system, and therefore somewhat unreliable. The particles systems won't even begin until a little while after the map loads, and the res nodes don't always have the particle system active after it's initialized. The smoking problem might be fixed in 2.0 with the entity resets.
As for the last 2, well, I'm not sure exactly what you mean but,
3) Interactive levels, rather that just a background to run around on. Weldables help makes levels different each time you play.
4) Vents that let Jetpackers shoot the hive while crouching invincibly. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks
~DarkATi
P.S. you answered my latter two just the way I wanted, thank you!