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 Post subject: Re: Portal Gun
PostPosted: Thu Dec 13, 2012 7:56 pm 
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Btw Pyro, can the game go into endless loop (like portal above and below in a straight line) or did you already have a fix for that?

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 Post subject: Re: Portal Gun
PostPosted: Thu Dec 13, 2012 9:18 pm 
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-raffie- wrote:
Btw Pyro, can the game go into endless loop (like portal above and below in a straight line) or did you already have a fix for that?


it`s fixed. in 3 secs when turn end - all portals deactivates.

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 Post subject: Re: Portal Gun
PostPosted: Thu Dec 13, 2012 9:43 pm 
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Sometimes when people forgot to aim (in non-45/90 degree situations) they got stuck in infinite teleportations (if no other working walls around) and have to wait end of the turn. Its rarely, but happens. So in that case, i`ve made an emergency button - it switches between portal states "active" and "inactive". Those emergency key - "Break".

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 Post subject: Re: Portal Gun
PostPosted: Thu Dec 13, 2012 10:25 pm 
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Wish other PX lib developers would take as much care of their stuff as you Pyro, u pwn :p

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 Post subject: Re: Portal Gun
PostPosted: Sat Dec 15, 2012 8:15 am 
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PyroMan wrote:
So in that case, i`ve made an emergency button - it switches between portal states "active" and "inactive". Those emergency key - "Break".

Warning: pressing a button after turn ended, even with keysync, will desynchronize the game


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 Post subject: Re: Portal Gun
PostPosted: Sat Dec 15, 2012 8:17 am 
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StepS wrote:
PyroMan wrote:
So in that case, i`ve made an emergency button - it switches between portal states "active" and "inactive". Those emergency key - "Break".

Warning: pressing a button after turn ended, even with keysync, will desynchronize the game


it works only for active current worm and only if Portal Gun selected.
No desynch.

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 Post subject: Re: Portal Gun
PostPosted: Sat Dec 15, 2012 8:31 am 
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PyroMan wrote:
StepS wrote:
PyroMan wrote:
So in that case, i`ve made an emergency button - it switches between portal states "active" and "inactive". Those emergency key - "Break".

Warning: pressing a button after turn ended, even with keysync, will desynchronize the game


it works only for active current worm and only if Portal Gun selected.
No desynch.

but how will it help if the worm got stuck outside his turn?
Ah, it stops on turn end. Sorry i misread :oops:


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 Post subject: Re: Portal Gun
PostPosted: Sat Dec 15, 2012 8:35 am 
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Portals - is a team weapon. 2 portals for one team. Any worm of those team can deactivate their 2 Portals.
After trun end Portals automatically deactivates in 3 seconds.

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 Post subject: Re: Portal Gun
PostPosted: Sat Dec 15, 2012 10:57 pm 
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Portals updated.

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 Post subject: Re: Portal Gun
PostPosted: Sat Dec 15, 2012 11:44 pm 
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Very good Job PyroMan, Compliment ;)

I'm sure it was an hard work

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