Droggog Posted: Feb 25 2004, 07:32 AM
QUOTE (d0omie @ Feb 23 2004, 12:31 AM) Anyone got these working yet?
Nope. Not really. I've done some tests in combat mode today, and found some very weird things;
Weapons: Can't drop any weapon or stuff (jp/heavy/medpacks). I tested with different lifetimes, and even by changing the team Flag alien/marine team, they just dont appear at all.
Alien structures:
OC: Can build but they don't fire on marines or anything. They just sit there no matter if you give em the aliens or marines team flag.
DC, SC, MC: Can build and they work properly for aliens (sc cloaks, mc gives adren and you can +use it to teleport, dc gives health) but once they are destroyed, you loose levels in the appropriate upgrade tree when you die, with a minimum of lvl1. So if you take the carapace upgrade (so you got cara lvl3), have 3 dc's in the map, and marines destroy them all, you'll still have carapace but only lvl1. If you give a mc to the marine team, they can't use it. If you give a SC to the marine team, this doesnt cloak anything. But if you give a DC to marines, it work properly (healing soldiers hps/armor and allied structures).
Alien RT: Can build for both teams, but have no effect (appart from giving "points" (not xps!) to the enemy when destroyed).
Hive: Can build, but only one. If you give a hive to the marines, it will be considered as an alien hive anyway.
Marine structures:
All: It seems all marine structures, if set to the alien team, cloaks if an alien sc is nearby (funny to see). Also if an alien destroy anything, they get points like in NS classic (but no combat xp's).
Arms lab, proto lab, IP's and Marine RT's: Can build for both team, but have no effect.
Phase gates: Can build and they work properly for both teams! You can set the pg's to alien team and they then work only for aliens.
Obs: Can build and they work properly (uncloak stuff). No effect if set to alien team (rines can't cloak, even with a sc).
Turret factory: Can build, but have no effect. Even if you put turrets or sieges in the radius, they stay offline. Can't build them with elec (a flag "is elec?" or "is upgraded?" yes/no would be nice in the future)
Turrets & sieges: Look above. They stay offline so they don't fire. Same if set to alien team.
Armory: Can build as usual. If set to alien team, you can +use it when you are hurt, it does the "humping armory" sound, but doesnt heal as it does for marines.
Comm chair: Can build multiple CC's, all of them will give xps to attacking aliens. If set to the alien team, gives combat xps to ennemies (marines).
------------------------------------------------------------------
I also noticed, once i put developer and sv_cheats on 0; all players got kicked back to readyroom some seconds after the round start (this was tested with some rcbot's but i'm pretty sure its not the problem) No idea what entity/thing cause this.
Wow my testing map is a real mess now, all that in a boxmap with 15 bots, you can imagine the madness. Too bad oc's and turrets doesnt work, and that we can't drop marine equipement. But still, there's some possibilities that could be useful for a combat "funmap". Ok, only if all players were not kicked back in RR after some seconds
Hmm not to mention all this probably won't reset at round changes.
If someone find something funny while messing with the entities like i did, please share it here
Sorry bout the long post,
|