View unanswered posts | View active topics It is currently Fri Jan 10, 2025 8:44 am



Reply to topic  [ 47 posts ]  Go to page Previous  1, 2, 3, 4  Next
 idea; Mod wars 
Author Message

Joined: Fri May 29, 2009 10:53 am
Posts: 117
Reply with quote
Post Re: idea; Mod wars
need a Cortex Command movie to solve the issue


Mon Jul 06, 2009 12:54 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: idea; Mod wars
IceSilver 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?


Mon Jul 06, 2009 1:06 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: idea; Mod wars
mail2345 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)


Mon Jul 06, 2009 1:08 pm
Profile WWW
User avatar

Joined: Sun Jan 11, 2009 10:54 am
Posts: 365
Reply with quote
Post Re: idea; Mod wars
grif's plane...
free to order and many many bombs...


Mon Jul 06, 2009 1:48 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: idea; Mod wars
factions wrote:
bickering
All it would take is one crab bomb, and every faction dies. Cheap, effective, though not very clean.


Mon Jul 06, 2009 1:55 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: idea; Mod wars
*Quickly edits mod* Not any more...


Mon Jul 06, 2009 3:05 pm
Profile WWW
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: idea; Mod wars
Duh102 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


Mon Jul 06, 2009 6:32 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: idea; Mod wars
Fixed your code for you:
Code:
if MovableMan:GetMOIDCount() > 240 then
for actor in movableman.Actors do
if actor.ID > 240 then
actor.Lifetime = 1;
end
end
end
end


Mon Jul 06, 2009 6:42 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post Re: idea; Mod wars
Well fine.
Code:
for actor in MovableMan.Actors do
actor.Lifetime = 2;
end

Faster than a crab bomb.

inb4 more Sparkle Magic instakill weapons, team specific and not.


Mon Jul 06, 2009 6:45 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: idea; Mod wars
Can'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 do
if not(actor:IsInGroup("MyFaction")) then
actor.Lifetime = 1
end
end


Mon Jul 06, 2009 7:08 pm
Profile

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: idea; Mod wars
Oh cmon guys, thats as ridiculous as setting the winner yourself instantly. :sad:


Mon Jul 06, 2009 7:32 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: idea; Mod wars
Oh, right:
Code:
ActivityMan:GetActivity().WinnerTeam = self.Team
ActivityMan:GetActivity():EndActivity()


Mon Jul 06, 2009 7:49 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: idea; Mod wars
Does this work?
Code:
ActMan = ActivityMan;
ActivityMan = nil;


Mon Jul 06, 2009 7:51 pm
Profile WWW

Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
Reply with quote
Post Re: idea; Mod wars
mail2345 wrote:
Oh, right:
Code:
ActivityMan:GetActivity().WinnerTeam = self.Team
ActivityMan:GetActivity():EndActivity()


I give up. :roll:


Mon Jul 06, 2009 7:56 pm
Profile
User avatar

Joined: Tue Nov 06, 2007 6:58 am
Posts: 2054
Reply with quote
Post Re: idea; Mod wars
Roon3 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.


Mon Jul 06, 2009 7:59 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 47 posts ]  Go to page Previous  1, 2, 3, 4  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 : 0.035s | 14 Queries | GZIP : Off ]