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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum > Mapping Help and Troubleshooting
moultano
I've been unable to make weldables additive. They show up solid in game. Is this a known bug or am I doing something wrong?

Secondly, I'm trying to make a resource node that must be welded open. Is there any way of making a node off limits short of making the node physically imbedded so far in a wall that it cannot possibly be reached?. The geometry I currently have would make it difficult to accomplish this, and I'd like to rework it as little as possible.
Reebdoog
AFAIK you can't do anything about either, maybe try a nobuild texture (Can't remember if this stops building, it does, right?) as a func_door and when the weldable gets welded, target the door to drop into the floor, allowing the res to be build on.
brute_force
QUOTE (Reebdoog @ May 9 2004, 11:28 AM)
AFAIK you can't do anything about either, maybe try a nobuild texture (Can't remember if this stops building, it does, right?) as a func_door and when the weldable gets welded, target the door to drop into the floor, allowing the res to be build on.

nobuild doesn't care about the z axis, so even if it was below the ground you would still be unable to build.
moultano
QUOTE (Reebdoog @ May 9 2004, 05:28 AM)
AFAIK you can't do anything about either, maybe try a nobuild texture (Can't remember if this stops building, it does, right?) as a func_door and when the weldable gets welded, target the door to drop into the floor, allowing the res to be build on.

Actually, that's exactly what I've been trying to do, and because of the way that the res towers snap to nodes when you are near them, it didn't work.
brute_force
How about an invisible func_wall_toggle that blocks the resnode? If it is blocked, you shouldn't be able to build on it, right?
moultano
nope, you can build on it even when the resnode is entirely blocked by a solid entity.
taleden
This would probably not flow as well as you'd like, but you could put a damage brush over it and have the weldable turn it off.. that way if the comm drops the RT before welding, it just gets destroyed right away (as would any marine who gets near enough to build it). Course, I'm assuming here that damage brushes affect marine structures, which I'm not sure about - anyone know?

On the other hand, even if it doesn't damage the structure, preventing rines from building the tower by killing them if they get close might work too. But, it might force you to alter the 'story' of the area - i.e. instead of a node which doesn't work cuz it has no nanite flow, which you must restore by welding, it might be a functional node that is next to a big plasma leak which kills everyone, which you have to repair by welding, or something.
moultano
I backstory that I was hoping to be able to do is that the node is currently being used by the main processor on the ship through a pipe attatched to it, but you can weld it to disable the processor and disconnect the pipe from the node.
Reebdoog
Well, if the area is near the edge of the map, move the nobuild to a blackspace in he map? (x,y movement, not z)
Ollj
In 2.0 I tested around with weldables and blocking resnodes:

- Weldables flags are iritating
- A resnode can be blocked if there is no space for the resource towers.
- The alien RT is bigger than the marine RT, so a low ceeling makes resnodes marine only.
- An elevating ceeling makes resnodes toggleable and can kill RTs.
- When a func_wall or simular moves trough the resnode the resnode becomes inactive/unbuildable, its model disapears and only the steam keeps coming.

The way resnodes are being used in the ns code changes from version to version (with bugs coming and going) so theres nothing for sure too long.
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