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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sat Feb 25, 2017 7:04 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
Ok, I'll leave it then. No more bothering ya lel

I really wanna thank you for this! I didn't even asked for this (StepS must be really happy lol), but It's still amazing. Thank you and sorry for all the requests, and annoying errors and stuff. Nothing else. Thank you! :D :D :D :D


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sat Feb 25, 2017 7:14 pm 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
its over when i say its over !! ;)
there is still a bug with HL causing it to crash after game ends.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sat Feb 25, 2017 7:23 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
Hey, sorry bothering ya again, but can you upload the version V1.0_5 again? This new version causes the Hoverboard to appear in my scheme instead of the Parachute. Please! I won't bother ya anymore! :!:


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sat Feb 25, 2017 7:54 pm 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
V1.1
prioritizes parachute over hoverboard
heli is now controllable holding ctrl


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sat Feb 25, 2017 8:03 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
Sorry, but this isn't helping me. In my scheme, I have the Hoverboard in the same table as the Heli, but I don't want the Hoverboard to be used with the Heli. That's why I need that version. Do you still have it? Or remove the Hoverboard feature from version 1.0_6. Kill me after this.


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sat Feb 25, 2017 8:23 pm 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
its supposed to use parachute, not hoverboard. doesnt it work for you? :|


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sat Feb 25, 2017 8:25 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
Because of the explanation. I'll try again.

The Helicopter is on Weapon Table 2.
Parachute is on Weapon Table 1.
Hoverboard is on Weapon Table 2.

I suppose the Heli priorizes the Hover because of the Table. Man, I'm annoying...


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sat Feb 25, 2017 8:28 pm 
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Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
Ok lets see if i understand you. You always want parachute! :lol:
How do you make weapon tables btw?

try this version


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sat Feb 25, 2017 8:34 pm 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
Yes! Exactly! I didn't know how to explain it properly! :x

Sorry for the inconvenience...again :oops:


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 Post subject: Re: Rethinking the Helicopter mechanics
PostPosted: Sun Feb 26, 2017 2:34 am 
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Joined: Wed Dec 16, 2015 2:58 am
Posts: 59
Location: Tandil, Argentina
Hey there, I thought the bugs were over, but looks like this is still going...However, this time is a minor thing. I don't even think it can be fixed (It's so minor it almost doesn't matter).

-When your library is enabled in a scheme, everytime a turn starts the name of the Worm shows up for a split second and then dissapears.

Image

(I'm pretty sure it's your library because I used the "default" scheme, added your Lib, saved it as a test and it happened ;) )


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