Natural Selection 2

Natural Selection 2

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Classic Entities Mod
   
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Modification: Gameplay Tweak
Compatibility: Must be run on Server
File Size
Posted
Updated
1.510 MB
Jul 3, 2015 @ 4:12pm
Mar 1, 2021 @ 1:36pm
13 Change Notes ( view )

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Classic Entities Mod

Description
Update - 9-15

Added commVisible flag for Breakables, Moveables, Buttons and Weldables.

Update - 8-2

Fix for NS2+ errors.

Update - 7-28

Fix for editor crashing on maps with existing entities that were recently updated in editor_setup.xml.

Update - 7-21

Improved player collision on elevators for Onos & Fade.
Added Non-Player object collisions for elevators with most structures. Deals 10x damage to these on collision.
Added conveyors which apply a constant base velocity to players.
Added LuaLoader which allows maps to load lua files (File Loaded when map entities are intially created during loading).

Updated test map with conveyor, pusher and lua loader.

Update - 7-20

Greatly improved player/elevator interactions. Riding most elevators should be quite smooth now, and they can optionally damage players and be blocked by them. There is still a couple edge cases with player blocking to be resolved yet, and they will plow right through anything else still (including structures).

Added Controlled Pusher, which replaces push_trigger from EEM. Pushers use a system which adds a base velocity to the player, which should easily allow me to expand that to include conveyors if they are requested.

Updated a couple function names and their references for better clarity.

Reworked DialogGUI a bit to try to prevent a rare assert

Updated 7-8

Added DialogGUI
Moved Pathing Hooks to _Server file to be shared by any entities which need them.
Fixed alien weldables.
Updated demo map with some additional examples.
Added MoveableMixin and some groundwork for prediction of moveables (for elevators, still not enabled).

Updated 7-6

Added Weldable minimap and world icons
Weldables *should* now support being healsprayed, if they are set to Aliens
Added pathing blocks for Breakable and Moveable entities to prevent rogue AI units
Improved prediction for moveables (still needs work)

First Release:

Classic Entities Mod:

- Should work with any maps designed for Extra Entities Mod
- Includes custom editor_setup.xml file and example map to aid in creating maps with these entities.

Entities Added:

Breakable Emitter - A breakable entity that can be scaled and use models from props. Emits a signal when broken.

Controlled Button - A button that can be signaled on/off. Emits when used. Also can be scaled and use prop models, or restricted to only a specific team.

Controlled Moveable - A entity which can be given a model and scale. Will path between provided waypoints given, using initial location as first waypoint. Allows 3 object types - Gates open and close only by signals. Elevators path between multiple points before returning to original. Doors open/close automatically when players are nearby.

Controlled Timed Emitter - A entity which will emit a signal after a certain time. Can be used to chain events.

Controlled Weldable Emitter - A entity which will emit a signal when fully welded.

Controlled Dialog Listener - A entity which will show a message to local players or globally when signaled.

Function_Listener - Can be used to trigger LUA functions when signaled. Let me know if additional functions are needed (have to be added in code).

Pathing_Waypoint - Used by moveables, takes a number which indicates their position in the chain.

This editor_setup file also includes the WaterMod entites. If you wish to use those in your map, you will need to run watermod also, which is available on the steam workshop at https://steamcommunity.com/sharedfiles/filedetails/?id=113181405
10 Comments
Blue Feb 20, 2021 @ 2:21pm 
Hey Dragon i hope you see this message there seems to be a problem with one of the entities. Controlled Moveable seems to cause a massive animation error along with patthing waypoint.
Xale00 Nov 15, 2018 @ 12:50am 
It it still working with update 325 ?
Saffron_baker Mar 20, 2016 @ 6:23am 
how do you add this to the editor or mod and does the water mod work with this mod!?!?!?!?!? If it does that would be amazing!!!
Boss Sep 9, 2015 @ 12:11pm 
A commander is able to drop structures (such as armoury) on the Controlled button entity. This allows for half of structures to be placed in the wall or even block the button by the commander.
If the entities can be made invisible to commander, then maybe this can't happen?
Boss Sep 5, 2015 @ 11:48am 
can you add the option to make the entites, such as lift entity, invisible to commander. I added it to the commander invisible group but it didn't work. Thanks in advance
tachi Jul 12, 2015 @ 9:48pm 
+1 Now hopefully this can become the new standard.
Dragon  [author] Jul 7, 2015 @ 12:16pm 
Weldables have a minimap icon and the wrench/healing world icon. They also have a healthbar which shows the welded percentage.
Avoca Jul 5, 2015 @ 11:11am 
Btw seeing as most players are not used to having weldable points. Having the default weldable model being a Welder may be slightly less confusing than no indication at all. Atleast on Siege, it's slightly helped.
Avoca Jul 5, 2015 @ 11:09am 
I'm so confused.
Dragon  [author] Jul 3, 2015 @ 4:17pm 
MODID - 1c4b4a6e