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Requesting Mapmaking Help
darkchaosDate: Wednesday, 2011-04-27, 4:34:03 PM | Message # 46
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yep

Oh good idea, you can make it a multiboard that has current monsters, gold won, and wave displayed


 
Sandman366Date: Wednesday, 2011-04-27, 4:42:53 PM | Message # 47
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And what's next, how many of what's left, and more! Like perhaps even show it to other people so they can see how you're doing.
Dang. Didn't think about all of these other cool things that could come of making one annoying thing into a box. Hehe.......

Hey, I can prove one thing though. I am an ideas guy. biggrin


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Cross the invisible line...
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Message edited by Sandman366 - Wednesday, 2011-04-27, 4:43:40 PM
 
GhostWolf223Date: Wednesday, 2011-04-27, 5:32:46 PM | Message # 48
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well for the guard getting killed+revive thing

just take out Corpse from the stats of the unit in editor

Does not leave Corpse or something


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Sandman366Date: Wednesday, 2011-04-27, 5:57:23 PM | Message # 49
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Quote (GhostWolf223)
well for the guard getting killed+revive thing
just take out Corpse from the stats of the unit in editor
Does not leave Corpse or something

Kinda what I said...no?
Let it not be able to revive?


Malevolent criminal I,
when the vision paints my mind.
Cross the invisible line...
...and you'll be paid in kind.
 
Mystic_ProphetDate: Wednesday, 2011-04-27, 8:22:29 PM | Message # 50
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yeah there is a nifty lil checkbox on units called does not decay. check that and no corpses.

Also glad to see you got someone with better qualifications than me to work on the map and optimize code.

 
Sandman366Date: Wednesday, 2011-04-27, 9:16:27 PM | Message # 51
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What's does not decay? (Curious)

Lol@self-insult mystic


Malevolent criminal I,
when the vision paints my mind.
Cross the invisible line...
...and you'll be paid in kind.
 
AlexengDate: Thursday, 2011-04-28, 6:16:42 AM | Message # 52
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There is this little nicer box saying 'Can't raise, Does decay'. smile Can try your idea with the multiboard too Sand, but for the next wave thing I may have to optimize the wave setup triggers sooner than I thought, which means I might not get the rest of the dialog done today due to my laziness. tongue

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darkchaosDate: Thursday, 2011-04-28, 3:44:58 PM | Message # 53
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Also, i had 50 variables for dialog because if the same dialog is shown to two players at the same time, then one player gets an empty dialog box that dienables you to do any action but quit the game.

So there were dialogs with array of 8. (each player)


 
AlexengDate: Thursday, 2011-04-28, 3:54:16 PM | Message # 54
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This far, with almost all of the dialog done, I've only used 7 variables. 3 for invite accept/decline, 1 for occupied and the other 3 for the main dialog. Only 1 of these is an array, and that's the buttons for the main dialog. Shouldn't really have needed 50+ variables, and why have a dialog for each player when only 1 can access the main one at a time? Oh, and if the same dialog is shown to 2 players 1 should not be empty, that must be a bug because it has never happened to me. But gonna get a friend to check it out tomorrow, if you don't want to prove it ofc, and if it does happen I'll just have to change the invite accept/decline variables.

Brony Forever.
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Favorite pairings: TwiLuna, CelestiCord, Twixie, AppleDash, TwiDash, Flutterdash.


Message edited by Alexeng - Thursday, 2011-04-28, 4:06:30 PM
 
Sandman366Date: Thursday, 2011-04-28, 5:04:54 PM | Message # 55
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Couldn't we change them into text commands instead of a dialog box? Idk, it just seems so bulky. That and it'd remove the chance for the "I can't click anything/clicking does nothing!" bugset.

Malevolent criminal I,
when the vision paints my mind.
Cross the invisible line...
...and you'll be paid in kind.
 
God_Of_DeathDate: Thursday, 2011-04-28, 5:17:36 PM | Message # 56
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So will this be fixing the "walk away with the box up and colo is busy forever" bug?
 
Sandman366Date: Thursday, 2011-04-28, 5:24:43 PM | Message # 57
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Doubtful. That's when someone DCs/leaves while in colo and it thinks they're still in there. We'd need something else entirely for that I think.
What it could do is when you walk up it checks to see if there are any hero units in there. If no, all units would be removed, and let you in. One way anyway.


Malevolent criminal I,
when the vision paints my mind.
Cross the invisible line...
...and you'll be paid in kind.
 
God_Of_DeathDate: Thursday, 2011-04-28, 5:32:06 PM | Message # 58
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It also occurs if your hero gets aggroed while at the selector so he walks away from the guy while choosing modes.
 
Sandman366Date: Thursday, 2011-04-28, 5:49:25 PM | Message # 59
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Hmm. Well then looking for any hero units would still work.

Wouldn't that also bug camera? The getting aggro'd I mean. You'd have to -suicide anyway, no? Which should then count you as "no longer inside colo"


Malevolent criminal I,
when the vision paints my mind.
Cross the invisible line...
...and you'll be paid in kind.


Message edited by Sandman366 - Thursday, 2011-04-28, 5:52:27 PM
 
God_Of_DeathDate: Thursday, 2011-04-28, 6:34:07 PM | Message # 60
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It closes the window which means that it considers colo to be taken up since that person will be talking to them forever, but not be able to actually close or do anything in the window. Even if they die they are still considered to be talking to the director.
 
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