View unanswered posts | View active topics It is currently Fri Dec 27, 2024 12:18 pm



Reply to topic  [ 238 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 16  Next
 Prison Escape: Episode 1 
Author Message
User avatar

Joined: Wed May 23, 2007 12:08 pm
Posts: 533
Location: In hells Ironic Punishment Department (Canada, ON)
Reply with quote
Post Re: Coalition Base #836-AOC - Action version added!
The shovel thing is a probelm with the shovel, not the scene =3


Sun Nov 30, 2008 2:10 pm
Profile

Joined: Fri Mar 07, 2008 9:09 am
Posts: 44
Reply with quote
Post 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


Sun Nov 30, 2008 3:45 pm
Profile
User avatar

Joined: Wed May 23, 2007 12:08 pm
Posts: 533
Location: In hells Ironic Punishment Department (Canada, ON)
Reply with quote
Post 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)


Sun Nov 30, 2008 8:21 pm
Profile
User avatar

Joined: Sun Dec 09, 2007 3:08 pm
Posts: 481
Location: Islamic Republic of Bradistan, Yorkshire, England
Reply with quote
Post 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.


Sun Nov 30, 2008 8:37 pm
Profile
Data Realms Elite
Data Realms Elite
User avatar

Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
Reply with quote
Post 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' .


Mon Dec 01, 2008 12:54 am
Profile
User avatar

Joined: Wed Jul 16, 2008 9:14 pm
Posts: 108
Reply with quote
Post 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


Thu Dec 04, 2008 4:03 am
Profile

Joined: Sat Aug 23, 2008 2:51 pm
Posts: 209
Reply with quote
Post 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.


Sun Dec 07, 2008 5:35 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post 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.


Sun Dec 07, 2008 5:49 am
Profile WWW
Data Realms Elite
Data Realms Elite
User avatar

Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
Reply with quote
Post 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?


Sun Dec 07, 2008 6:20 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post 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.


Sun Dec 07, 2008 6:23 am
Profile WWW
User avatar

Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
Reply with quote
Post 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.


Sun Dec 07, 2008 6:41 am
Profile WWW
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post 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.


Sun Dec 07, 2008 6:46 am
Profile WWW
Data Realms Elite
Data Realms Elite
User avatar

Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
Reply with quote
Post 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.


Sun Dec 07, 2008 7:14 am
Profile
DRL Developer
DRL Developer
User avatar

Joined: Wed Dec 13, 2006 5:27 am
Posts: 3138
Location: A little south and a lot west of Moscow
Reply with quote
Post 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.


Sun Dec 07, 2008 7:37 am
Profile WWW
Data Realms Elite
Data Realms Elite
User avatar

Joined: Wed Sep 05, 2007 4:14 am
Posts: 3966
Location: Canadida
Reply with quote
Post 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! ☺☻☺☻☺☻☺


Sun Dec 07, 2008 8:13 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 238 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8, 9 ... 16  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.028s | 14 Queries | GZIP : Off ]