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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Coalition Base #836-AOC - Action version added!
The shovel thing is a probelm with the shovel, not the scene =3
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Sun Nov 30, 2008 2:10 pm |
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udm
Joined: Fri Mar 07, 2008 9:09 am Posts: 44
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Re: Coalition Base #836-AOC - Action version added!
I know, I was just saying, since they really don't work well in close spaces. Hopefully this gets changed in the next version of CC
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Sun Nov 30, 2008 3:45 pm |
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FireBlizzard
Joined: Wed May 23, 2007 12:08 pm Posts: 533 Location: In hells Ironic Punishment Department (Canada, ON)
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Re: Coalition Base #836-AOC - Action version added!
Most likely, it seems like CC is gonna be getting more balanced as each build comes out (considering the last 2 builds atleast added things)
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Sun Nov 30, 2008 8:21 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Coalition Base #836-AOC - Action version added!
Quite fun, after I freed the guy with the communicator thingy, my guy's legs got blown off, and I tried to make it back to the healing pod, but I was literally a second too late. My only complaint is not being able to control the actors you free, but I guess that'd stop me breaking the mission.
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Sun Nov 30, 2008 8:37 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Coalition Base #836-AOC - Action version added!
Morbo!!! wrote: Quite fun, after I freed the guy with the communicator thingy, my guy's legs got blown off, and I tried to make it back to the healing pod, but I was literally a second too late. My only complaint is not being able to control the actors you free, but I guess that'd stop me breaking the mission. Is making large tunnels through the complex, qualify as this term called 'shameful playing' .
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Mon Dec 01, 2008 12:54 am |
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Jackzon47
Joined: Wed Jul 16, 2008 9:14 pm Posts: 108
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Re: Coalition Base #836-AOC - Action version added!
Foa wrote: Morbo!!! wrote: Quite fun, after I freed the guy with the communicator thingy, my guy's legs got blown off, and I tried to make it back to the healing pod, but I was literally a second too late. My only complaint is not being able to control the actors you free, but I guess that'd stop me breaking the mission. Is making large tunnels through the complex, qualify as this term called 'shameful playing' . I do that to get the flamer, then I kill everybody through the walls. NO SHAME
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Thu Dec 04, 2008 4:03 am |
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duo9ace
Joined: Sat Aug 23, 2008 2:51 pm Posts: 209
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Re: Coalition Base #836-AOC - Action version added!
How do you win in this game? I never know what to do in the end when the generator counts down. I get above and from there I'm stuck.
Sorry if someone already answered this.
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Sun Dec 07, 2008 5:35 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: Coalition Base #836-AOC - Action version added!
Go to the little dig yard where are your teammates are and a ship comes down to save you.
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Sun Dec 07, 2008 5:49 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Coalition Base #836-AOC - Action version added!
TheLastBanana wrote: Go to the little dig yard where are your teammates are and a ship comes down to save you. But I kill them and why do they still appear alive?
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Sun Dec 07, 2008 6:20 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: Coalition Base #836-AOC - Action version added!
It's designed to do that in the action version because often the enemy reinforcements kill them and it's very annoying to have to restart because of that.
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Sun Dec 07, 2008 6:23 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Coalition Base #836-AOC - Action version added!
On the subject of the action version, can you make it so that the clone spawner is at least breakable? Its annoying to be unable to stop the flow of clones.
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Sun Dec 07, 2008 6:41 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: Coalition Base #836-AOC - Action version added!
I suppose I could, but the idea was to have them drop in reinforcements periodically. The only problem is, bringing down a ship would cause huge lag problems for whatever reason, so I chose a teleporter instead.
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Sun Dec 07, 2008 6:46 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Coalition Base #836-AOC - Action version added!
TheLastBanana wrote: It's designed to do that in the action version because often the enemy reinforcements kill them and it's very annoying to have to restart because of that. Eh? __________________________________ TheLastBanana wrote: I suppose I could, but the idea was to have them drop in reinforcements periodically. The only problem is, bringing down a ship would cause huge lag problems for whatever reason, so I chose a teleporter instead. Why don't you use Lua to have a timed triggered, entered said place and the spawn point halts for said amount of time.
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Sun Dec 07, 2008 7:14 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: Coalition Base #836-AOC - Action version added!
You asked why the prisoners come back to life. I said they come back to life because otherwise you would have to restart when they die. Also, I could, but again, people asked for reinforcements that were action-based, and having it activate them depending on how you move around isn't really conducive to that.
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Sun Dec 07, 2008 7:37 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Coalition Base #836-AOC - Action version added!
TheLastBanana wrote: You asked why the prisoners come back to life. I said they come back to life because otherwise you would have to restart when they die. Also, I could, but again, people asked for reinforcements that were action-based, and having it activate them depending on how you move around isn't really conducive to that. When the reinforcements happens, have them, disappear! ☺☻☺☻☺☻☺
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Sun Dec 07, 2008 8:13 am |
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