Func_rescource, 4nsmapperz

Func_rescource, 4nsmapperz

Re: Func_rescource, 4nsmapperz Posted by InflatBeerTent on Tue Nov 25th 2003 at 7:23pm
InflatBeerTent
6 posts
Posted 2003-11-25 7:23pm
6 posts 11 snarkmarks Registered: Nov 20th 2003
on default, this is set to 200, but when i play ANY ns game, you still get 1 every 3 secs or so, and it dosent stop!
I DONT GET IT!
Re: Func_rescource, 4nsmapperz Posted by DocRock on Tue Nov 25th 2003 at 7:32pm
DocRock
367 posts
Posted 2003-11-25 7:32pm
DocRock
member
367 posts 929 snarkmarks Registered: Mar 24th 2002 Location: U S of A
/comes in, turns around and leaves..

no idea what that is even about...sorry
Re: Func_rescource, 4nsmapperz Posted by Gollum on Tue Nov 25th 2003 at 8:41pm
Gollum
1268 posts
Posted 2003-11-25 8:41pm
Gollum
member
1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
KFS or Jeff or someone may show up and give a properly informed answer.

My guess is that this is part of the enforced resource model that Flayra and co. have put into the game. The purpose of this to prevent mappers like you from totally unbalancing it by giving too many resources :razz:
Re: Func_rescource, 4nsmapperz Posted by scary_jeff on Tue Nov 25th 2003 at 9:12pm
scary_jeff
1614 posts
Posted 2003-11-25 9:12pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I think numresources is just a feature that isn't implemented. You are right in thinking that any resource node will give out res forever, but I think once numresources has been reached, if there is no RT on the node, that white smoke will no longer come out of the node (even though a RT built on it will still give resources). Perhaps they thought that by limiting the res per node, they could stop games being too drawn out, then decided not to have this feature at the last minute or something. Whatever the case, you do not need to wory about any of the func_resource settings; it will just work straight away.
Re: Func_rescource, 4nsmapperz Posted by Sim on Thu Nov 27th 2003 at 4:05pm
Sim
257 posts
Posted 2003-11-27 4:05pm
Sim
member
257 posts 96 snarkmarks Registered: Sep 30th 2002 Occupation: Student Location: UK
I think I read that this was a valid key, but became obsolete during testing.
Re: Func_rescource, 4nsmapperz Posted by KungFuSquirrel on Thu Nov 27th 2003 at 4:17pm
KungFuSquirrel
751 posts
Posted 2003-11-27 4:17pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
Correct, the number used to be used to specify nozzle resource amounts and was then removed later on in testing as gameplay advanced and evolved.

I can honestly say that I have no idea whether or not this may be added back in for the future, but for the time being it's a non-functional key - so don't plan on using it.
Re: Func_rescource, 4nsmapperz Posted by InflatBeerTent on Thu Nov 27th 2003 at 10:55pm
InflatBeerTent
6 posts
Posted 2003-11-27 10:55pm
6 posts 11 snarkmarks Registered: Nov 20th 2003
thx, ill ignore it
Re: Func_rescource, 4nsmapperz Posted by Blue on Sun Jun 13th 2004 at 11:52pm
Blue
36 posts
Posted 2004-06-13 11:52pm
Blue
member
36 posts 54 snarkmarks Registered: Jun 8th 2004 Occupation: High-School Location: usa
Argh!

ok-

I have one func_recource in my map, (its new) and when I start BOTH teams have a rec tower on it allready! the node is there, and the alien and rine are there also. this sucks.

I have no rectower entities in my map yet, and It still shows them! wtf!
Re: Func_rescource, 4nsmapperz Posted by 7dk2h4md720ih on Sun Jun 13th 2004 at 11:55pm
7dk2h4md720ih
1976 posts
Posted 2004-06-13 11:55pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Since the answer to the original question didn't help you, I think it'd
be wise to post a seperate topic. That way, when your question gets
answered it goes into the database. :smile:
Re: Func_rescource, 4nsmapperz Posted by scary_jeff on Mon Jun 14th 2004 at 12:03am
scary_jeff
1614 posts
Posted 2004-06-14 12:03am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
A res tower for each team automatically gets built on the closest node to a teams starting hive or CC when the game starts, you don't have to place one. If you only have one node in the map, or the same node is the closest one for both teams, this would seem to be the 'bug' you would see.

To solve it, make sure each hive has a node near to it that isn't the node closest to the CC, and that you have more than one node in the map.