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Full Version: Func_doors And Func_trains Do More Damage
Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
BigD
Upon reading this I started thinking that this change would be good. Some people don't like comms being able to close a door, insta-killing the fleeing onos, but some people don't want this functionality removed because closing the door in front of that fleeing onos (to be killed by the pursuing marines) is a valid tactic and adds a great deal of interactivity to a map (and interactivity adds atmosphere). That is a whole arguement unto itself, but it stems from the door insta-killing people. The problem isn't in the comm activation of the doors and elevators, but in the damage these objects cause. A small amount is always okay as a way to say "stop heating up the neighbourhood" err... I mean "move it". But the problem is in structure blocking. Ns_nothing's grand elevators are fine example of this lame tactic. So in order to prevent this, mappers set the objects to cause damage and in order to kill a pile of DC's, this means a lot of damage must be dealt (hence players are insta-killed which isn't terribly cool).

Now my suggestion is to have structures hurt in a different manner, such that they take a higher ammount of damage than a player. Possibly making this a mapper defined value (which would be best IMO). Would this be possible?
Maveric
Currently there's only one damage flag on doors and the like...

Maybe if that damage flag was changed to a flag that would damage only buildings, and a new flag added to damage only players.

That way you could have a door that does 900000 damage to buildings but only 10 damage to players.
the_x5
QUOTE (Maveric @ Oct 13 2004, 04:00 PM)
Currently there's only one damage flag on doors and the like...

Maybe if that damage flag was changed to a flag that would damage only buildings, and a new flag added to damage only players.

That way you could have a door that does 900000 damage to buildings but only 10 damage to players.

Ooh my poor head! Flags give me memories of headaches from compile errors. ><

But serious that would be a cool solution.
schkorpio
you could make it that structures take double or triple (or more) damage from doors etc? then you could use the existing flags
semipsychotic
QUOTE
Ns_nothing's grand elevators are fine example of this lame tactic. So in order to prevent this, mappers set the objects to cause damage and in order to kill a pile of DC's, this means a lot of damage must be dealt (hence players are insta-killed which isn't terribly cool).

A nice quick fix is a func_nobuild, an area where you can't build structures. You just can't. Throwing a few of those around elevator shafts and in the direct paths of doors should provide an effective fix, unless you have this psychoneurotic fascination with doors every half a foot, making entire hallways effective nobuild areas.

Sorry, I just wanted an excuse to say psychoneurotic. tounge.gif
Crispy
This is a possible solution but it means using valuable entities. Have a look in the mapping forums FAQ for 'entity limits' and you'll see why. Basically there's a limited amount of entities allowed in NS maps (this excludes certain types).

I have always thought that func_nobuilds are the way to get around the elevator problem, but I also had a hard time finding a way to justify the fact that a player can't build there (through logic) and justifying the use of a preshuss (an entity).
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