The problem with doing it that way..... is that if you want to limit what kind of units give the buff when killing them it requires a bunch of extra data editing. When you more then likely will have a trigger tracking valid kills anyways.
The response effect also needs to be specified on all the possible damaging effects when using pure data.
by default player 0 is neutral and 15 is hostile. These are computer players that can be refereed to as player 0 and player 15 in the game.
When I make a player variable I make it 0-15. even if all of them are not used. This will make your coding simpler since you avoid most errors when looping through all the players.
As players enter the lobby they are assigned to open player slots.
Please explain what your actually trying to accomplish..... using a unit for what your doing may not be what you actually want to do.
If your trying to make something rotate around a unit.... your probably better off using effects and actors.
Or you can move a unit around another unit by just using a move triggers... ordering the unit to actually move will more then likely not accomplish what your looking for.
Please give a detailed account of what your end product is spose to be.
I could make a unit move in an arc around another unit..... but it wouldnt be very effecient. And Id have to putz around with it quite a while but basically...... you can order the unit to move to a specifc point when it gets there order it to the next point...... but when the source unit moves...... the rotating unit wouldnt move it with....for it to reach its next point it would need to run in straight lines to get to the next itteratied point.
basically you just order the unit to move to a point with a polar offset from another unit...... if you want it to be based off the source units facing angle then you have to work that into the polar offset.
polar off set means you want a point that is at a specific angle from another point.
The angles used are the basic 360 N,S,E,W of the map..... getting used to the directions of these might be confusing at first
you could use a behavior with a search effect that triggers a set effect (that does nothing) on the source unit. you could then have an effect used event. i use null type effects alot of set off triggers.
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Sixen if you do create a new community, that can actually adjust the site, and create new site features, I would be rather excited about it.
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@Ultimaswc3: Go
Nice actor work.... but, the videos dont really explain why I would want to play this over another hero arena game?
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@DrSuperEvil: Go
The problem with doing it that way..... is that if you want to limit what kind of units give the buff when killing them it requires a bunch of extra data editing. When you more then likely will have a trigger tracking valid kills anyways.
The response effect also needs to be specified on all the possible damaging effects when using pure data.
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@Trinseno: Go
I dont know how others would do it but ....
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some cool videos
one is of a magnetic liquid, pretty neat stuff
http://www.cracked.com/article_17476_7-man-made-substances-that-laugh-in-face-physics.html
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Ban list implies preventing people from getting into the game at all.... removing them in lobby.
Nothing you do with banks is going to prevent a player from playing prior to the game starting.
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@xHydrAx74: Go
players are 0-15 and are treated as integers
by default player 0 is neutral and 15 is hostile. These are computer players that can be refereed to as player 0 and player 15 in the game.
When I make a player variable I make it 0-15. even if all of them are not used. This will make your coding simpler since you avoid most errors when looping through all the players.
As players enter the lobby they are assigned to open player slots.
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@XLIIVI: Go
Please explain what your actually trying to accomplish..... using a unit for what your doing may not be what you actually want to do.
If your trying to make something rotate around a unit.... your probably better off using effects and actors.
Or you can move a unit around another unit by just using a move triggers... ordering the unit to actually move will more then likely not accomplish what your looking for.
Please give a detailed account of what your end product is spose to be.
I could make a unit move in an arc around another unit..... but it wouldnt be very effecient. And Id have to putz around with it quite a while but basically...... you can order the unit to move to a specifc point when it gets there order it to the next point...... but when the source unit moves...... the rotating unit wouldnt move it with....for it to reach its next point it would need to run in straight lines to get to the next itteratied point.
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@XLIIVI: Go
basically you just order the unit to move to a point with a polar offset from another unit...... if you want it to be based off the source units facing angle then you have to work that into the polar offset.
polar off set means you want a point that is at a specific angle from another point.
The angles used are the basic 360 N,S,E,W of the map..... getting used to the directions of these might be confusing at first
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eh nt
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@Bounty_98: Go
I hope you stick to improving upon this game. Looks like a lot of fun.
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I like the ant city video.... I wonder how many ants died for the sake for the sake of that lmao. I mean that colony is HUGE.
But awesome none the less.... I cant wait for aliens to do the same.
And the thread here isn't insulting at all.
If you find FDF's avatar the only basis of your complaint I suggest you uninstall the internet.
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thats the way
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@TheZizz: Go
the guy sounds crazy to me