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 Post subject: Re: Portal Gun 2.0
PostPosted: Thu Jan 10, 2013 3:25 pm 
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PyroMan wrote:

Well still count get the cake. I believe its a lie ;D



The cake is not a lie, you just need some friendly push :)


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 Post subject: Re: Portal Gun 2.0
PostPosted: Fri Jan 11, 2013 11:21 am 
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i use portal2 into my scheme and when i take a crate with portal it make infinite shot.....how to set only two shot ?


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 Post subject: Re: Portal Gun 2.0
PostPosted: Fri Jan 11, 2013 11:55 am 
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Location: Ukraine, Kyiv
PyroMan wrote:
i think its about crate settings.


I mean crate`s count in scheme settings.

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 Post subject: Re: Portal Gun 2.0
PostPosted: Fri Jan 11, 2013 12:13 pm 
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PyroMan wrote:
PyroMan wrote:
i think its about crate settings.


I mean crate`s count in scheme settings.



yes..ok.. :mrgreen:

when i enter in a portal...worms make small jump with 2-3 grade angle..

and how to set the departure angle of the worm?

what script row i must modify?


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 Post subject: Re: Portal Gun 2.0
PostPosted: Fri Jan 11, 2013 12:34 pm 
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Atr0x wrote:
PyroMan wrote:
PyroMan wrote:
i think its about crate settings.


I mean crate`s count in scheme settings.



yes..ok.. :mrgreen:

when i enter in a portal...worms make small jump with 2-3 grade angle..

and how to set the departure angle of the worm?

what script row i must modify?


please do not modify script rows... people will forever desycnhronize if u simply change some values and host that game with same lib name.
This small lil jumps after teleportation made to avoid falling through the walls.
Departure angle sets based on what kind of portal opened. Its complicated script stuff that necessary to avoid glitches and teleport objects in right direction. Modifying that equals kill the way portal works.

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 Post subject: Re: Portal Gun 2.0
PostPosted: Fri Jan 11, 2013 12:47 pm 
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PyroMan wrote:

please do not modify script rows... people will forever desycnhronize if u simply change some values and host that game with same lib name.
This small lil jumps after teleportation made to avoid falling through the walls.
Departure angle sets based on what kind of portal opened. Its complicated script stuff that necessary to avoid glitches and teleport objects in right direction. Modifying that equals kill the way portal works.



k...but i if modify save a new libs name.


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 Post subject: Re: Portal Gun 2.0
PostPosted: Sat Jan 26, 2013 2:20 pm 
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hey pyro, might i make a suggestion?. i feel like the portal size is way to big on regular maps, playing schemes such as highlander. they become very obstructive in some circumstances unavoidable. is it possible to make a second version with the sprite reduced to half the size? just for battle schemes.

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 Post subject: Re: Portal Gun 2.0
PostPosted: Sat Jan 26, 2013 8:44 pm 
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Twicken wrote:
hey pyro, might i make a suggestion?. i feel like the portal size is way to big on regular maps, playing schemes such as highlander. they become very obstructive in some circumstances unavoidable. is it possible to make a second version with the sprite reduced to half the size? just for battle schemes.

Sure. I will make small additional lib with smaller parameters, applying to current portal gun.

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 Post subject: Re: Portal Gun 2.0
PostPosted: Fri Mar 08, 2013 2:52 am 
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Joined: Tue Jan 29, 2013 1:37 am
Posts: 24
If disabled Shoot end's turns:
Image

http://youtu.be/OswlKjd7qQU

@PyroMan - could you fix it? ;)

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 Post subject: Re: Portal Gun 2.0
PostPosted: Fri Mar 08, 2013 9:31 am 
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Anthrox wrote:
If disabled Shoot end's turns:
Image

http://youtu.be/OswlKjd7qQU

@PyroMan - could you fix it? ;)


no matter about "If shoot ends turn" :)
i just made reading shot count in wrong place. Fixable in a minute.
But i wanna make more serious update, including this bug. Hopefully i will do it this or next week

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