Natural Selection 2

Natural Selection 2

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ExtraEntitiesMod
   
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File Size
Posted
Updated
9.434 MB
Nov 12, 2012 @ 8:24am
Sep 24, 2013 @ 1:25pm
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ExtraEntitiesMod

Description
This is a mod to add some new Entites to Natural Selection 2 like a teleporter, a train etc.

I added one test level called ns2_eem_test_level where you can see how to use the entities.



Introduction

I will make a small mod to bring some extra entites to NS2, like a teleport-trigger, a drivable train etc.
(the entites from hl1 that made you making some cool fun maps).

Mappers can use them then in their maps to create something different.
The Mod will be called ExtraEntitesMod and if it's finished I will upload it to workshop.
Will also include all the entites to the CombatMod.

Entities
already included
* teleport_trigger - lets players teleport through
* push_trigger - pushs players in the direction
* func_train - a drivable train
* logic_timer - triggers something after countdown
* logic_multiplier - multiple outputs can be fired
* timed_door - door that can be triggered

in development
* logic_weldable - triggers something after welding

Remember: The new entites will only work on servers that have installed this mod, on other servers your map will work, too, but the train etc. not (they're just not gonna be loaded).).
26 Comments
OTHERCHEF Mar 18, 2017 @ 1:36pm 
mod id ?
Oozle Sep 6, 2014 @ 5:35pm 
Yeah would be great for an update for this mod as im running siege maps with the classic ns1 mod on my server
Avoca Sep 5, 2014 @ 10:09am 
Please update this mod to work with the current update.
Vertex Apr 12, 2014 @ 9:17am 
lol adding extra entities? aren't servers already having enough prefromance problems as it is with the current amount of entities?
zaggyNL Jul 7, 2013 @ 3:38am 
Hi Jim, could you update the mod for build 250 please?
SirRanjid Jun 26, 2013 @ 3:33pm 
also logic_cinematic moves my view into the origin of the map (it should be triggerable whether or not you want you view being moved by the cinematic) and i would like to see a logic_light which could be an indicator for buttons i mean lights you can just turn on and off with options like start on, color on, color off (so it doesnt have to be dark when off also green-red like indicators)
SirRanjid Jun 26, 2013 @ 2:52pm 
*correction: wavemanager didnt do anything but the timer sent the signalo but not delayed(tested with logic_cinematc)
SirRanjid Jun 26, 2013 @ 2:45pm 
[had to splt due to 1000 chraracter limit]

here you can see the map im working on:
http://steamcommunity.com/sharedfiles/filedetails/?id=145367048&searchtext=

its my trining map you can reach the buttons ingame through a teleporter with the sign distribution hub, then you're in the hub and then go through th teleporter with the number 2
just in case you want to need the map for finding/fixing the bug
SirRanjid Jun 26, 2013 @ 2:45pm 
it seems, that the logic_timer isn't working well have a button wich triggers a logic_multiplier, wich triggers a logic_timer, which should trigger a wavemanager after 4 sec (to have time to get to my position) also the multiplier triggers a logic_waypoint but on the alien side it wont tell me to move to the waypoint after triggering (i have 2 exact circuits 1 alien, 1 marine for marine it works) i wanted to make a circuit with 6 buttons for each team to spawn 6 different waves and if you press a button all buttons(of 1 set of 6) get disabled for 30 sec and then reenable to aviod bot-spam i testet every connection of it and the timer seems to fail, because it already worked some time ago without changing it
Mantrid Apr 16, 2013 @ 11:02am 
Hi! We have found BUG. Disconnection from server (reg sign) appears if someone alien dies from railgun exo. Alien did not see moment of death. Tested on 2 servers with clean config and with heavy modded config. All map types and all modes are affected. I can show this bug. Needs fixing and testing