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Kyred
Joined: Sun May 31, 2009 1:04 am Posts: 308
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 Re: Constructor - V1.1 [04 Dec Update 2]
I really like what you and TLB did with the BMPToArray program. Makes adding modules so simple. 
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Sat Dec 05, 2009 10:25 am |
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Nuclearmouse
Joined: Fri Nov 27, 2009 1:20 pm Posts: 13
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 Re: Constructor - V1.1 [04 Dec Update 2]
Maybe i should have been more clear. This brain unit does not spawn anything with that drone sprite. It does not move. And it creates stairs against my will. Pressing buttons has no effect on this.
Edit: By brain unit i mean the one called "constructor". I'm for the most part not that stupid.
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Sat Dec 05, 2009 12:21 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: Constructor - V1.1 [04 Dec Update 2]
Which control scheme are you using? It could be a compatibility issue.
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Sat Dec 05, 2009 6:45 pm |
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Nuclearmouse
Joined: Fri Nov 27, 2009 1:20 pm Posts: 13
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 Re: Constructor - V1.1 [04 Dec Update 2]
I was using keyboard + mouse but after your post i tried keyboard and it still didn't work.
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Sat Dec 05, 2009 8:22 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: Constructor - V1.1 [04 Dec Update 2]
Nuclearmouse wrote: Maybe i should have been more clear. This brain unit does not spawn anything with that drone sprite. It does not move. And it creates stairs against my will. Pressing buttons has no effect on this.
Edit: By brain unit i mean the one called "constructor". I'm for the most part not that stupid. There is no brain unit. The constructor is an Actor class MO with no collision of any kind. You have to order the Background modules (labeled Empty 4x4, Empty 8x8, and Empty 16x16), which are also in the Constructor bunker editor group. You must purchase the constructor while within the bunker editor menu. It is literally impossible for construction to happen without active participation from a user; some kind of input device is acting on the constructor. Not only is it required to have a user pressing their game-defined fire key to begin construction, it's necessary to CONTINUE construction. Also, stairs are not the default module, meaning that some kind of switching action is being initiated, otherwise you would be building BlockA repeatedly.
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Sat Dec 05, 2009 9:45 pm |
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Spoot Knight
Joined: Sun Apr 29, 2007 11:31 pm Posts: 123
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 Re: Constructor - V1.1 [04 Dec Update 2]
 Under the Brains menu. Try again.
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Sat Dec 05, 2009 11:11 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: Constructor - V1.1 [04 Dec Update 2]
I don't know what version of it you have, but that's not the current one as far as I know. It hasn't been under the Brains menu for quite a few revisions, long before it was released. EDIT: Augh! Somehow, a ridiculously old version of the constructor got uploaded. Please redownload it.
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Sun Dec 06, 2009 12:23 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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 Re: Constructor - V1.1 [04 Dec Update 2]
That's what I assumed happened.
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Sun Dec 06, 2009 12:26 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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 Re: Constructor - V1.1 [04 Dec Update 2]
TheLastBanana wrote: I don't know what version of it you have, but that's not the current one as far as I know. It hasn't been under the Brains menu for quite a few revisions, long before it was released. EDIT: Augh! Somehow, a ridiculously old version of the constructor got uploaded. Please redownload it. GODDAMNIT TLB STOP MAKING PEOPLE BLAME ME FOR YOUR MISTAKES
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Sun Dec 06, 2009 8:04 am |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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 Re: Constructor - V1.1 [04 Dec Update 2]
He's an admin, delegating blame is part of management's job description.
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Sun Dec 06, 2009 8:10 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: Constructor - V1.1 [04 Dec Update 2]
Hyperkultra wrote: He's an admin, delegating blame is part of management's job description. It is a very bad Idea to mess with Grif, even you know this TLB, he is Death with a mace.
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Sun Dec 06, 2009 8:27 am |
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Nuclearmouse
Joined: Fri Nov 27, 2009 1:20 pm Posts: 13
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 Re: Constructor - V1.1 [04 Dec Update 2]
YAY. The new proper working version is incredible. This mod is clearly the 8th wonder of the world.
Edit: I never blamed anyone. I just wanted to use the mod.
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Sun Dec 06, 2009 10:02 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: Constructor - V1.1 [04 Dec Update 2]
By the way everyone, the reason that this can't be used anywhere on the map is because Grif told Data back when Cortex Command was still called DIRT that it should be that way.
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Mon Dec 07, 2009 3:48 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: Constructor - V1.1 [04 Dec Update 2]
TheLastBanana wrote: By the way everyone, the reason that this can't be used anywhere on the map is because Grif told Data back when Cortex Command was still called DIRT that it should be that way. What? That makes no sense what so ever, you can only use this on the designated constructor BG ( due to lua sparkles ) , and you are just trying to destroy paula. He even said it has those restriction because to balance this, and so that the ♥♥♥♥ isscrap bug doesn't screw with the strength of the placed bunker modules.
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Mon Dec 07, 2009 4:05 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: Constructor - V1.1 [04 Dec Update 2]
That was a joke. I know full well why it works the way it does, I'm the one who figured out how to fix it.
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Mon Dec 07, 2009 5:07 am |
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