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 Post subject: F.O.W Mole Fort Tactical
PostPosted: Wed Jul 27, 2016 1:06 am 
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This map is best played 1v1, 2v2 or 3v3.

This map is best played with the big map. PX_FOW_MOLE_FORT.png

The opponent team's island is hidden in darkness. There are lanterns you can use if you decide to invade.

New skill called "Far Sight" which reveals a small part of where you target it.
New skill "Super Mole Bomb" which flies in air (Thanks Zed). When its digging it closes hole after itself. When it explodes it drops a mine.
Random terrain + cloud generation.
There are some friendly moles that help you collect crates, which they love to eat. They jump around, sleep and sometimes explodes on an enemy.

CREDITS: Check in-game. Original F.O.W Mole scheme: http://px.worms2d.info/forum/viewtopic.php?f=12&t=448

Check my included map for a reference if you would like to make some of your own. (send PM if you want cavern generation)

Image
Image


Attachments:
File comment: new!
PXMoleFort .zip [1.78 MiB]
Downloaded 793 times


Last edited by Resurrection on Sun Feb 05, 2017 3:16 am, edited 101 times in total.
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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Wed Jul 27, 2016 1:25 pm 
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Updated scheme. very much improved.
No more conflict with old F.O.W.

rar pack not tested. please tell me if it works.


Last edited by Resurrection on Wed Jul 27, 2016 4:48 pm, edited 1 time in total.

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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Wed Jul 27, 2016 3:58 pm 
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Great I love the concept! Thanks for posting!

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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Wed Jul 27, 2016 4:50 pm 
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Cheers -raffie-.

Fixed the Far Sight making you click twice, worked around it by Root->RetreatTimer = 1; It's not perfect but could not find any "EndTurn" function.

How do you turn regular sheep to aqua sheep? I get both kind in crates.


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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sat Jul 30, 2016 2:44 pm 
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Added magic glow graphics for Far sight, now the revealed area is visible for other player, allows for more tactics by staying out of sight. Very nice looking thanks to rotation by abs((sin(GS->Tick/50))!


Last edited by Resurrection on Sat Jul 30, 2016 5:38 pm, edited 2 times in total.

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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sat Jul 30, 2016 4:33 pm 
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Hmmm I see, so Far sight is mostly call to function in Lantern lib... cuz I wanted to add choice of visible or invisible Far Sight like this:

Code:
if(Weap->CheckName("Far Sight"))
   {
       
      new PxFarSight(GetObject(25, 0), Desc);
       
   }
if(Weap->CheckName("Far Sight Invisible"))
   {
       
      new PxFarSightInvisi(GetObject(25, 0), Desc);
       
   }


Not sure if you think it is worth the bother to code, otherwise I will do it (but I'm sure u can code it much cleaner :p)

Great I see u made the other Mole Fort map rdy for this scheme too! :)

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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sat Jul 30, 2016 5:48 pm 
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Updated lantern graphics to match the quality of the Far Sight. Reduced file size from 600KB to 150KB.

-raffie- i added some code with //raffie comment in fow and lantern library for you to look at.

Edit: Added particle effect and team colors to the lanterns.


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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sat Jul 30, 2016 8:37 pm 
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Main code for color mod is in utils, I added this simple lib I made for coloring mines where u can see how to use it.

SetColorMod(RGB(175, 0, 0), 8) (last number is intensity I think)


Hope it helps...


Attachments:
raffie_alternatemines.rar [28.46 KiB]
Downloaded 720 times

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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sat Jul 30, 2016 8:52 pm 
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This code overrides the addSprite routine and blends a color with output..
Is there a way to have it blend color with a mask first so it does not color the full sprite?

Edit: Probably does not matter, its possible to split the sprite in parts that should be colored/not colored.


Last edited by Resurrection on Sat Jul 30, 2016 9:00 pm, edited 1 time in total.

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 Post subject: Re: F.O.W Mole Fort Tactical
PostPosted: Sat Jul 30, 2016 8:58 pm 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Not to my knowledge, I believe you would have to work with different sprites to accomplish this. The Sentry Gun for example only colors the barrel and this is a different sprite from the base.


ps: I've added the Friendly Mines lib which also uses the color mod in a different manner.

edit: sprite id 45 is the id of the mine sprite, so existing WA sprites, maybe the friendly mines lib is a better example?


Attachments:
friendlymines.rar [807 Bytes]
Downloaded 715 times

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