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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Astro - a mission!
Oh, btw alll you need to get the code I posted working is to make a module about the size of one of numguns BW modules, put two objects called key 1 and key 2 and attach the script.
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Mon Jun 15, 2009 8:22 pm |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Astro - a mission!
I just noticed one of the (many?) hidden secrets in this map. There is a pumpgun hidden in the first door of the first bunker I also like how every actor's weapon is randomized every time you play the map.
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Tue Jun 16, 2009 9:50 pm |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Astro - a mission!
Actually, the door guns are a problem with code being used from this. It's a good reference, but the one bug he didn't iron out was that it gives weapons to all actors, even if they're doors. Unless you'd like to keep that, which is actually kind of cool, you can implement a check to make sure that only AHumans get them.
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Tue Jun 16, 2009 10:28 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Astro - a mission!
mail2345 wrote: Fix for door weapons - Change: Code: actor.Team == self.CPUTeam To Code: actor.Team == self.CPUTeam and actor.PinStrength > 0 My fix got burried twice.
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Wed Jun 17, 2009 12:00 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Astro - a mission!
Or, alternatively, actor.ClassName == "AHuman". But whatever.
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Wed Jun 17, 2009 5:16 am |
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Chilisbak
Joined: Fri May 08, 2009 1:10 pm Posts: 45 Location: Yes, still finland.
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Re: Astro - a mission!
there can be never too much missions. make more. this one is fine, MORE! edit; make a mission where the base is on the hill and you start at the bottom of the hill then go up, and then infiltrate to the bunker inside the hill making picture
Attachments:
mission.bmp [ 331.37 KiB | Viewed 6623 times ]
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Wed Jun 17, 2009 10:54 am |
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Brainwashed
Joined: Fri May 16, 2008 11:12 pm Posts: 471
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Re: Astro - a mission!
And on that map, what prevents me from digging right through to the brain? I think it would be a better idea to have the brain in a room in the bottom right corner of the map. Also, there should be some kind of labyrinthic tunnels leading to it.
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Wed Jun 17, 2009 6:00 pm |
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Chilisbak
Joined: Fri May 08, 2009 1:10 pm Posts: 45 Location: Yes, still finland.
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Re: Astro - a mission!
Brainwashed wrote: And on that map, what prevents me from digging right through to the brain? I think it would be a better idea to have the brain in a room in the bottom right corner of the map. Also, there should be some kind of labyrinthic tunnels leading to it. imbreakable blocksies. didnt care to type, map is easily changeable, just an example
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Wed Jun 17, 2009 8:18 pm |
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Scope0
Joined: Wed Feb 25, 2009 2:45 am Posts: 346 Location: Funkytown
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Re: Astro - a mission!
Chilisbak wrote: imbreakable blocksies. didnt care to type, map is easily changeable, just an example When you say 'imbreakable blocksies' you do realize one of the first things people will do is try to break them.
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Wed Jun 17, 2009 9:07 pm |
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Chilisbak
Joined: Fri May 08, 2009 1:10 pm Posts: 45 Location: Yes, still finland.
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Re: Astro - a mission!
Scope0 wrote: Chilisbak wrote: imbreakable blocksies. didnt care to type, map is easily changeable, just an example When you say 'imbreakable blocksies' you do realize one of the first things people will do is try to break them. fine, move the brain.
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Wed Jun 17, 2009 9:49 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Astro - a mission!
Scope0 wrote: Chilisbak wrote: imbreakable blocksies. didnt care to type, map is easily changeable, just an example When you say 'imbreakable blocksies' you do realize one of the first things people will do is try to break them. The only reason unbreakable isn't ever unbreakable is because the breakers respond by adding more -9's.
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Wed Jun 17, 2009 10:43 pm |
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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: Astro - a mission!
There is not currently a single thing that can keep an actor from digging a tunnel to an underground brain. However, It may be more effective to keep a brain in a high tower. If one can defend vehicles from kamikaze-style takedowns, one will have to fight upward through enemies to reach the brain.
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Thu Jun 18, 2009 10:06 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Astro - a mission!
When I myself play, I prefer putting my brain underground, right below my base. Other compartments like sick rooms, storage rooms are built to surround the brain room as defense spots underground.
A player could easily fly up to a high tower. I still prefer putting the brain underground, with super thick concrete or rooms to stop the player.
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Thu Jun 18, 2009 4:48 pm |
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Chilisbak
Joined: Fri May 08, 2009 1:10 pm Posts: 45 Location: Yes, still finland.
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Re: Astro - a mission!
my idea was to climb the hill then go down, brain must be well protected. with big map and lots of quards. and cover, and beer and few sandwich shops, incase i get hungry
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Thu Jun 18, 2009 5:50 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Astro - a mission!
Force fields do a decent job. Code: function Update(self) for actor in MovableMan.Actors do if ((actor.Pos.X >= self.Pos.X - 24) and (actor.Pos.X <= self.Pos.X + 24) and (actor.Pos.Y >= self.Pos.Y - 24) and (actor.Pos.Y <= self.Pos.Y + 24)) and actor.Team == 0 and not(actor:HasObject("Key 1") and actor:HasObject("Key 2")) then actor.Vel.X = actor.Vel.X * -2 actor.Vel.Y = actor.Vel.Y * -2 end end
The force field just needs to have 24 replaced with half the length of the shielded area. The shields go down if the actor has key 1 and key 2.
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Thu Jun 18, 2009 6:56 pm |
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