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 More gravshafts update: less crippling lag 
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Joined: Fri Oct 16, 2009 7:45 pm
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Post Re: Grav Shafts & Infirmary
nice work on the grav shaft , works great.
2 things that could improve it in my opinion are:

prehaps if possible change the lifetime of the grav effect depending on the distance between top and bottom.
thus making it look good with every "hight" or distance.

and make the actor go left or right when they press corresponding key.
for easy exit.


Sun Oct 10, 2010 10:33 pm
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Joined: Mon Jun 15, 2009 4:02 pm
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Post Re: Grav Shafts & Infirmary
>Contrary, that was exactly what I was planning to do.

dutchsmoker, the effects should already work at different heights? Could you go into more detail about what is happening?
Also, better exiting is on my todo list.


Sun Oct 10, 2010 10:36 pm
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Post Re: Grav Shafts & Infirmary
Can you destroy the infirmary? Would be sweet if it had some device on ceiling that is responsible for the script for healing. A herb-nanobot spawner thing that you could blow up.

I'd be just wierd if a nuke hits the base, vaporizing the walls and all that, then later someone passes by the infirmary (where it was) and gets healed by it.


Mon Oct 11, 2010 9:10 am
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Post Re: Grav Shafts & Infirmary
Praise Petethegoat, for finaly making a lifted of somesort.


Mon Oct 11, 2010 2:33 pm
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Post Re: Grav Shafts & Infirmary
numgun wrote:
Can you destroy the infirmary? Would be sweet if it had some device on ceiling that is responsible for the script for healing. A herb-nanobot spawner thing that you could blow up.

I'd be just wierd if a nuke hits the base, vaporizing the walls and all that, then later someone passes by the infirmary (where it was) and gets healed by it.


I'm up to this, I don't want the healer factor comes from another dimension...


Mon Oct 11, 2010 5:14 pm
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Post Re: Grav Shafts & Infirmary
does the infirmary heal wounds cause if it doesnt you should make it do that


Sun Oct 17, 2010 3:11 am
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Data Realms Elite
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Post Re: Grav Shafts & Infirmary
To do that, you have to replace the actor.


Sun Oct 17, 2010 3:31 am
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Post Re: Grav Shafts & Infirmary
I should be updating this soonish, and Commodore111, I just realised that you meant a laser drill for drilling, rather than for oz production.

I'll investigate, and see if there is a cool way of doing it, but I'd like to do the more essential/practical stuff first.

The infirmary will get a little ceiling vent for blowing up, and I've been toying with the idea of repair kits that you can throw in the room to recreate the broken component, and which would also repair the walls ala Grif's regenerating wall sections.


Thu Oct 21, 2010 1:21 pm
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Post Re: Grav Shafts Update: Various improvements!
Ding!

Grav Shafts have been updated.
Improvements include:
  • You can now have them any distance apart and the anti gravity baubles will go to the correct height.
  • You can now place multiple grav shafts above each other. Why you'd want to do that, I don't know. But it is there.
  • Exiting the grav shafts is much, much easier! This is the main thing.
  • Probably some other stuff I forgot.

Feedback still very welcome.


Fri Oct 22, 2010 2:31 am
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Data Realms Elite
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Post Re: Grav Shafts Update: Various improvements!
YES, it works, so well!

And I found the cauterizer! Maybe you can do a little something with it, and your infirmary.


Fri Oct 22, 2010 4:37 am
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Post Re: Grav Shafts Update: Various improvements!
It's like one of those elevators on Halo: Reach!


Fri Oct 22, 2010 6:16 am
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Post Re: More gravshafts update: less crippling lag
Updated the gravshafts. Particles now delete themselves if they get stuck, and they no longer use boxes to check what's in the shaft (boxes made the game slowly die).


Fri Mar 16, 2012 8:12 pm
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