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    posted a message on Shoot while burrowed?

    @user_498973: Go

    Compare all the relevant things with how the lurker does its thing, there is likely some flag somewhere you'll need to set to let it do that.

    Posted in: Data
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    posted a message on What's my system bottleneck?

    @happy04: Go

    Just to point something out, there are different variations of 8800 video cards...for instance his is a GTS which has 320mb of ram, you're thinking of the 8800GT which has yes 256, mine are GTXes and each have 768mb as another example. There are further differences between them that greatly widen the gap in performance you'd see from them all, but yah you can't really lump them into the same performance bracket by a long shot.

    ED: and then you can find some crazy manufacturers like Palit who for some reason really like putting twice the spec'ed ram on their versions of the cards...

    Posted in: Off-Topic
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    posted a message on What's my system bottleneck?

    Good plan and valid solution for sure, yah those higher end 8 series nvidia cards are still quite relevant for gaming. I'm using a 2x8800GTX pair myself and having nothing but praises for them. Just to ask though, do you know off hand if that 8800GTS & motherboard are PCIe or AGP? Its very likely PCIe but you really don't wanna find out too late it was actually an older AGP based board and more importantly card (card wouldn't work in newer motherboard if that's the case). I only ask because that era of AMD chips and especially learning the board is DDR1 there is a slight chance it might be oldschool about the video port as well.

    @KiwiWarrior: Go "MBO only take DDR or will it take DDR3?"

    ... :|

    I'd uhm, don't worry we can handle this but really appreciate your enthusiasm. :)

    Posted in: Off-Topic
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    posted a message on Return all units with order/targeting a specific unit?

    @OneSoga: Go

    Sveet, this is quite useful. Thank you.

    I'd still love to have some way of asking a unit what its various weapons are currently aiming at (without trying to trap them with events, that doesn't always seem to work apparently).

    Posted in: Triggers
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    posted a message on XP from unit kill?

    @Vitkar: Go

    The irony is a jpg with a drawing aiming at that spot in the editor wouldn't help a blind person at all since a text to speech thing can't really interpret that in any useful fashion to them :P

    Posted in: Data
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    posted a message on Trying to make unit with ranged attack flee to minimum range

    huh, well it looks like you're on the right track...I could think of a really lame hack though: Make the search effect make a dummy effect that does 0 damage from the enemy to your roach...your roach will definitely initiate a flee response ;)

    Posted in: Data
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    posted a message on What's my system bottleneck?

    Bottleneck for what purposes? I imagine the CPU is enough for regular game play but it'd choke if you tried say a 16 man super sized armies match, meanwhile it is probably making your editor experience miserable along with the (I'm guessing DDR2) ram's quantity and speed. Your video card is the strongest part of that computer, but also the biggest influence on how pretty you can choose the graphics settings to be. For making the game prettier your video card is your bottle neck, for the editor its all the rest of the components.

    Posted in: Off-Topic
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    posted a message on (Follow-Up ?) Missle with persistant Search Area

    @Bauf: Go

    Behavior on missile that's rapidly calling your searcher, its been a pure win method for me thus far.

    Posted in: Data
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    posted a message on What's up with Lights?

    Its all held under the View table at the top, you can edit those values to show more and more detail as you want along with control other things like showing you pathing etc. For instance if you set the Show Lighting to Game instead of Editor it'll draw it as good as you see it in game with your game settings.

    Posted in: Data
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    posted a message on Instant Effect Ability Issue

    Check out the EnemiesNearby validator, I'm thinking if you copy and modify it to suite your needs it could act as a validator on whether that ability should be available or not... :) I take it this is related to that other post about missiles vs AE effects eh? Pretty sure this is the missing link if that's the case :)

    Posted in: Data
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    posted a message on [Solved]Multi Phase Missile

    Awesome :)

    Posted in: Data
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    posted a message on Top Down Shooter Needs Ideas

    Firepower had a sequel called return fire now that I went and looked it up, and coincidentally someone was asking me just last night about direct fire stuff because they intend to remake that game. Good times! I think your idea about having a third party menace is a great idea to add into such an engine and you're right you'd want to be aware of what damage you're doing as that might help the zerg kill your opponent just as easily as it helps you :)

    Posted in: Project Workplace
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    posted a message on Top Down Shooter Needs Ideas

    @zeldarules28: Go

    Oh definitely you add fun to game play when each team can choose to be on the defense or offense as needed, no fun making players act like turrets just to repel incomers but letting the player decide whether its better to stick around their base to defend it or go assault the opponent's opens options and options are good for these types of games.

    Yah, many fond memories of that firepower game, each time you took out a tower or bunker there were enemy soldiers that'd flee from it...and you'd get points for running them over I think...man it was fun back in the day.

    Posted in: Project Workplace
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    posted a message on [Solved]Multi Phase Missile

    Yah I think the secret is a better understanding of movers and how you could force one to trigger its impact effect prematurely which in turn creates your second chain of effects.

    Posted in: Data
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    posted a message on Top Down Shooter Needs Ideas

    There was also a really cool old amiga game called firepower(I think) where each player had a tank and the objective was to reach the center of the other guy's base, pick up a flag and return it. The game play involved navigating the two bases and defeating their defenses along with dealing with the other player. It was all direct-fire based and as I remember it quite fun. You picked from a small selection of tanks and I think even gunships each with their own strengths and weaknesses and the bases had a variety of defenses like towers and bunkers, along with of course duels whenever the players met.

    Posted in: Project Workplace
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