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    posted a message on Bounty Hunters

    @Gorandor: Go

    How was this NOT a review? A review should be about what the map is, how it plays and what makes it fun to play! This is the ONLY post in this forum in ages I've seen that actually IS a review!

    Posted in: Map Review
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    posted a message on Bounty Hunters

    By tenshi, this is a map that's simple to learn, yet I find it very fun and addictive and extremely hard to master. REALLY annoying that it isn't popular, because this is a varied and high-speed map.

    Gameplay :

    You run around with Scouts in arenas, with charges of Graviton Beam, Power Surge and Temporal Rift! Also, you got CD'ed Blink and ONLY weapon is the Penetrator Round!

    You got Deathmatch, Greed ( collect 4 items and try to hold them as best you can ), Team DM and Sudden Death ( pow, you're dead ).

    Currently ( as far as I remember ) there's 15 different "arenas" with different environment and obstacles and rules. It's fun, play it! Grrrrr. I'm getting tired of only being able to play with Tenshi himself xD

    Now Tenshi, you bloody well give my next project a good review as well! ;) Nah, I know you hate it xD

    Posted in: Map Review
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    posted a message on So, Who played/plays WoW?

    Played WoW for, ooh, I dunno, maybe 2 years and quit around 4 months ago. It started to bore me, WLK made WoW WAY to easy, no real endgame and guild-challenges.

    Posted in: Off-Topic
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    posted a message on Condition check : member of group?

    @fr0d0b0ls0n: Go

    Awesomeness, thanks, I suck so much at triggers :/

    EDIT : Though, THAT one I should have figured out, jeeez. -=self-slaps=-

    Posted in: Triggers
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    posted a message on Condition check : member of group?

    So, due to the dynamics of my new map, I need a trigger to check whether or not the triggering player is a member of a Player Group. I HAVE to do it this way, so the player can stay in game, without chat messages or mouse-clicks gets picked up by victory-condition triggers.

    I.E., something like :

    Condition : Triggering Player == member of ActivePlayers

    Anyone have any idea on how to do that? Then players can stay in game without interfering and in addition come back when a new round starts.

    Posted in: Triggers
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    posted a message on Unit dying in a Region

    Fixed :

    http://i45.photobucket.com/albums/f54/AtlasRedux/triggerhelpKing.png

    That's how I'd do it. Forgot to add a check to reactivate the Unit Enter trigger in last image.

    EDIT : Also, ignore the variable AnyoneOnTopFlag I have in there, it was just something I put in early on, but removed. Rather turned on and off the trigger.

    Posted in: Miscellaneous Development
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    posted a message on Minigunner Redux.

    @Mozared: Go

    Noted, I'll take it into consideration should V1 get a fix, though I doubt I'll ever look at that piece of horrible code ever again.

    Posted in: Map Review
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    posted a message on Minigunner Redux.

    It has quite a lot longer playtime than 10 minutes :P

    Posted in: Map Review
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    posted a message on Minigunner Redux.

    Thanks for the interest in my map :) However, now it is slowly dying according to Popularity and I've been on vacation, so I'll have one final look at it before removing the Beta and making a release. I have a much bigger project on my hands, so don't expect any major changes, I was hoping for it to be more demanding on co-op, but not sure if I'd bother now. Also, there is no "ending" in Beta after taking down the final boss ( there are 2 bosses ).

    EDIT : you know, my e-mail addy IS listed on the info on the map ;)

    EDIT 2 : removed the beta-map and uploaded V1. I might continue work on a V2 sometime in the future, for now only small fixes.

    EDIT 3 : the fire-part after the Immortal Boss can no longer kill you, however, you need to hurry through together due to firebats incoming as well.

    Posted in: Map Review
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    posted a message on Trigger kills un-revivable?

    Actually fixed it myself even easier ... Just did a Picked Units loop of units in the region and custom script : UnitRevive(UnitGroupLoopCurrent());

    So simple, yet so bugged me so long.

    Posted in: Galaxy Scripting
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    posted a message on Trigger kills un-revivable?

    Hey hey, not a bad idea! I've been too tired to think outside of the box lately, thanks, I'll try to do that ^^

    Posted in: Galaxy Scripting
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    posted a message on Trigger kills un-revivable?

    Shameless bump due to unresolved and unable to find fix.

    Posted in: Galaxy Scripting
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    posted a message on [Library] Hero Selection v3.0.1 Final

    GREAT lib. So easy to use and looking so great, thanks a million, popped it in into my Minigunners map ( yes, I remembered to credit you ;) )

    Posted in: Trigger Libraries & Scripts
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    posted a message on Trigger kills un-revivable?

    Well, twice I've had this problem, I have a certain level in my map that has regions causing Kill Unit if in at the wrong time. Which makes the hero un-revivable apparantly. Revive works just fine when Hero is killed by "normal" ways ( read : gets killed by unit ). However, I've tried both DoT as trigger until death and Kill Unit, and both times the Hero gets un-revivable. Any workaround for this? I've tried googling it, but nopes ... I either suck at searching or the info is obsolete ( erronous information for this version ).

    Posted in: Galaxy Scripting
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    posted a message on Give unit ability when it reaches certain level

    Yeah, I apologize, I'm quitting smoking and has become an asshole. And probably will be for the next 2 weeks as well.

    Posted in: Miscellaneous Development
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