Project X Forums



It is currently Wed Oct 27, 2021 1:11 pm

All times are UTC




Post new topic Reply to topic  [ 48 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next
Author Message
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Wed Aug 24, 2016 5:41 pm 
Offline

Joined: Wed Aug 24, 2016 1:48 pm
Posts: 5
Hi. Your scheme and maps conflicted with first version. Darkness2016.pxl redeclared in darkness.pxl. I like old lanterns (which without circuits). Can you make new scheme at least for me with old lanterns and these changes:
1) Exclude utilities in crates like jetpack, 2x damage, lg, fw and lanterns; Also exclude smoke grenades in crates (cause using it makes too much brakes in the game like and lanterns if you use more than 8 lanterns).
2) Weaps kit in a start game. Your present set with these changes:
- lg, fw - 3 pcs, lantern - 4 pcs., tele arrow - 1 pcs., far sight - 4 pcs, super mario - 2 pcs (in crates - 1).
- exclude: grenade, select worm.


Top
 Profile  
Reply with quote  
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Wed Aug 24, 2016 8:22 pm 
Offline
User avatar

Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
Magnificent wrote:
Hi. Your scheme and maps conflicted with first version. Darkness2016.pxl redeclared in darkness.pxl. I like old lanterns (which without circuits). Can you make new scheme at least for me with old lanterns and these changes:
1) Exclude utilities in crates like jetpack, 2x damage, lg, fw and lanterns; Also exclude smoke grenades in crates (cause using it makes too much brakes in the game like and lanterns if you use more than 8 lanterns).
2) Weaps kit in a start game. Your present set with these changes:
- lg, fw - 3 pcs, lantern - 4 pcs., tele arrow - 1 pcs., far sight - 4 pcs, super mario - 2 pcs (in crates - 1).
- exclude: grenade, select worm.


Have you tried latest version of the scheme and also try reload map (right click map and load a new). Maps have library-includes in them which might be outdated.
I took your advice from when we played earlier and made the torch outer circle the correct size and its now barely visible.
It sounds like you are playing an old version of this scheme because i removed smoke mine ages ago. You will probably like the new version better! Try the big map with caves :)


Top
 Profile  
Reply with quote  
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Wed Aug 24, 2016 9:26 pm 
Offline

Joined: Wed Aug 24, 2016 1:48 pm
Posts: 5
no no, with caves its a not mole game already. Better make a new good mole fort map and increase the distance between forts (equal 3-5 girders). And make a scheme with my changes please.


Top
 Profile  
Reply with quote  
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Wed Aug 24, 2016 10:28 pm 
Offline
User avatar

Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
There will be options to choose if you want caves or no caves soon. And yes.. The caves are a bit too big and too many.

Trying out to make the clouds re-generate each turn now. :D Its almost as if they are real clouds! If you stand on cloud... you might plop..

Edit: Updated with "volatile clouds"

Edit: Now color spawning issue is fixed.


Top
 Profile  
Reply with quote  
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Thu Aug 25, 2016 2:48 am 
Offline
Betatester

Joined: Fri Oct 16, 2009 3:26 pm
Posts: 155
Actually I think InvisLanterns are fine with only t1 and t2, because it checks if the color is the same... So you only need to fix spawning, which would be best done by checking if the color is the same as well. Sentry guns i think will work fine too.

Something in new spawner, like:

if team is not 1 or 2 -> check if color is the same as t1 -> if yes spawn there -> if not spawn over there

_________________
Skype - verygooder1
ICQ - 420622934
Steam - http://steamcommunity.com/id/jarent/

use steam coz im too lazy to log into icq and skype


Top
 Profile  
Reply with quote  
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Thu Aug 25, 2016 6:00 am 
Offline

Joined: Wed Aug 24, 2016 1:48 pm
Posts: 5
So you make a scheme for me with my changes?


Top
 Profile  
Reply with quote  
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Thu Aug 25, 2016 5:09 pm 
Offline
User avatar

Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
I fixed the team color issue! I have no idea why it happened but i threw a lot of if-exceptions in all libraries and did it by trail and error, had to edit sentrys, lanterns and spawner :)


Top
 Profile  
Reply with quote  
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Fri Aug 26, 2016 2:46 pm 
Offline
User avatar

Joined: Mon Aug 31, 2015 5:28 pm
Posts: 74
Clouds are less dense. Easier to invade from below so its not just a giant fluffy wall blocking anymore.
Minimum 2 sentry's spawn. Up to 4. very rare occurrence)


Top
 Profile  
Reply with quote  
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Fri Aug 26, 2016 4:11 pm 
Offline

Joined: Wed Aug 24, 2016 1:48 pm
Posts: 5
So are you make a scheme for me with my changes?


Top
 Profile  
Reply with quote  
 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Fri Aug 26, 2016 7:09 pm 
Offline

Joined: Wed Aug 24, 2016 1:48 pm
Posts: 5
magic mole


Attachments:
PX BUGS.part3.rar [1.83 MiB]
Downloaded 323 times
PX BUGS.part2.rar [1.93 MiB]
Downloaded 327 times
PX BUGS.part1.rar [1.93 MiB]
Downloaded 326 times
Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 48 posts ]  Go to page Previous  1, 2, 3, 4, 5  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


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:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Skin by Lucas Kane