Natural Selection 2

Natural Selection 2

Water
15 Comments
Harmonia 11 Oct, 2015 @ 9:25am 
Is the dude who filmed ok? He's shaking like a Chihuahua.
Boss 4 Oct, 2015 @ 8:34am 
What is the ID for the servers for this mod?
unicodePug / ט o/ ᴥ\oק 25 May, 2014 @ 10:55pm 
Have you suggested for UWE to add this to the vanilla game on their forums?
WhiteJaguar 21 Jan, 2014 @ 10:55pm 
Wow! Looks really great! I can't wait to see some maps using this!
angelous 16 Dec, 2013 @ 8:51pm 
awesome <3
Feha  [author] 13 Dec, 2013 @ 6:01am 
They do take damage for being completely submerged, but exos normally float really well. If you get the exo to touch the ground when in water it will stick, such as when entering throug ha ramp, but to float again you just have to "jump".
I choose this behaviour so that fighting at the bottom feels like its a bit more "exact" (higher friction = faster stop). Figured that with the future nano-tech, why cant they have some good system for gripping onto surfaces well?

Not sure if people noticed in the vid, but it is also really simple to "drain" water, which could be useful for maps is used for varying purposes. Such as an elevator for humans where most aliens can climb/fly even when empty, or a tunnel to drown humans unless they drain the water first.
papa painkiller 12 Dec, 2013 @ 7:56pm 
I can just see a partially submerged NS2 maps - exos and arcs should take damage for being completely submerged, new marine models with airbreathers, new aquatic infestation

UWE or any skilled mapper should take this and implement it into a map
GameOver 30 Sep, 2013 @ 5:13am 
btw your video you linked below is private
PuzzleHarvester 9 Aug, 2013 @ 10:40pm 
cool, hope to see it in some maps!
Samoose  [author] 9 Aug, 2013 @ 1:24am 
Feha  [author] 26 May, 2013 @ 11:28am 
Got a report it had broken a few builds back, it should be fixed now. Works for me, but if any errors persist, I would love to have it reported :)
Feha  [author] 29 Dec, 2012 @ 1:29pm 
Locate the folder "Steam\steamapps\common\natural selection 2", it will contain a program called LaunchPad.exe which you want to start. This is an easy interface to start up tools like the map editor, cinematic editor, model viewer, decoda or ns2 itself.
It also lets you "Create mod", which if you want to use my mod for mapping, you would want to do. Remember to make the "output directory" the workshop folder with this mod (or any folder with the mod content). Then all you have to do is either start the map editor and map it like usual, except now you can place Water entities, or you start ns2 through the launchpad, and open a map you made (or the included ns2_test.level) by typing map mapname in console (skip .level in the name) and you will load that map and be able to test it.
Robie399 29 Dec, 2012 @ 12:59pm 
... seems ffun but i cant use it because i cant seem to find the required program to mod for this gamr. Could u help me?
Feha  [author] 26 Dec, 2012 @ 9:01pm 
Created a thread for this mod now, feel free to use it if needed.
http://www.unknownworlds.com/ns2/forums/index.php?showtopic=126464