| Author | Message | 
        
			| IceSilver 
					Joined: Fri May 29, 2009 10:53 am
 Posts: 117
   |   Re: idea; Mod warsneed a Cortex Command movie to solve the issue 
 
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			| Mon Jul 06, 2009 12:54 pm | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: idea; Mod warsIceSilver wrote: AAL has the benift of having items costing -1000oz and rogue soldiers...Thats a cheat which is enabled by default. If you're going for fair games, you should disable it. Btw screw AAL, my mercenaries will pump your puny soldiers full of lead with 3600RPM miniguns. Or maybe you prefer .50 caliber bullets through their skulls, and then for a good measure, their corpses turned into fine paste with a portable artillery cannon?
 
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			| Mon Jul 06, 2009 1:06 pm | 
					
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			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: idea; Mod warsmail2345 wrote: I copy MovableMan, and set the original to nil.All Lua for my faction is ran off a global B22 style emulator going though the copy of MovableMan.
 
 It ends up being a fight of who get's to run their Lua first.
 
 And RPS style strategy for entire factions might pose problems.
Do that to stuff that don't use Lua... (IE my Shredder)
 
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			| Mon Jul 06, 2009 1:08 pm | 
					
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			| vagyr 
					Joined: Sun Jan 11, 2009 10:54 am
 Posts: 365
   |   Re: idea; Mod warsgrif's plane...free to order and many many bombs...
 
 
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			| Mon Jul 06, 2009 1:48 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: idea; Mod warsAll it would take is one crab bomb, and every faction dies. Cheap, effective, though not very clean.
 
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			| Mon Jul 06, 2009 1:55 pm | 
					
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			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: idea; Mod wars*Quickly edits mod*  Not any more... 
 
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			| Mon Jul 06, 2009 3:05 pm | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: idea; Mod warsDuh102 wrote: All it would take is one crab bomb, and every faction dies. Cheap, effective, though not very clean.for actor in movableman.actors do if moid.count > 240 then if actor.ID > 240 then actor.Lifetime = 1; end end end
 
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			| Mon Jul 06, 2009 6:32 pm | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: idea; Mod warsFixed your code for you: Code: if MovableMan:GetMOIDCount() > 240 thenfor actor in movableman.Actors do
 if actor.ID > 240 then
 actor.Lifetime = 1;
 end
 end
 end
 end
 
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			| Mon Jul 06, 2009 6:42 pm | 
					
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			| Duh102 happy carebear mom 
					Joined: Tue Mar 04, 2008 1:40 am
 Posts: 7096
 Location: b8bbd5
   |   Re: idea; Mod warsWell fine. Code: for actor in MovableMan.Actors doactor.Lifetime = 2;
 end
 
Faster than a crab bomb. inb4 more Sparkle Magic instakill weapons, team specific and not.
 
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			| Mon Jul 06, 2009 6:45 pm | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: idea; Mod warsCan't do that when my faction has nullified the existing MovableMan, effectively making it the only one able to use sparkle magic. Launch one of those with a: Code: for actor in TrueMovableMan.Actors doif not(actor:IsInGroup("MyFaction")) then
 actor.Lifetime = 1
 end
 end
 
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			| Mon Jul 06, 2009 7:08 pm | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: idea; Mod warsOh cmon guys, thats as ridiculous as setting the winner yourself instantly.   
 
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			| Mon Jul 06, 2009 7:32 pm | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: idea; Mod warsOh, right: Code: ActivityMan:GetActivity().WinnerTeam = self.TeamActivityMan:GetActivity():EndActivity()
 
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			| Mon Jul 06, 2009 7:49 pm | 
					
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			| Roon3 
					Joined: Sun May 11, 2008 12:50 pm
 Posts: 899
   |   Re: idea; Mod warsDoes this work? Code: ActMan = ActivityMan;ActivityMan = nil;
 
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			| Mon Jul 06, 2009 7:51 pm | 
					
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			| numgun 
					Joined: Sat Jan 13, 2007 11:04 pm
 Posts: 2932
   |   Re: idea; Mod warsmail2345 wrote: Oh, right: Code: ActivityMan:GetActivity().WinnerTeam = self.TeamActivityMan:GetActivity():EndActivity()
I give up.   
 
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			| Mon Jul 06, 2009 7:56 pm | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: idea; Mod warsRoon3 wrote: Does this work? Code: ActMan = ActivityMan;ActivityMan = nil;
Yes. I forgot about that. Now it's down to who gets their units in first.
 
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			| Mon Jul 06, 2009 7:59 pm | 
					
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