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 Coming of God - UPDATE: Deadlier Boulders + Fire 
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Joined: Sun May 31, 2009 1:04 am
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
My brain exploded when I saw the orb of god...

No seriously, it did explode >_<. Every time I use it my team's brain keeps popping before it can reach the end.

As for the mod as a whole, HOLY fudge! You took CC modding to an art form! Well done, sir :D


Fri Jul 17, 2009 10:02 am
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Joined: Tue Nov 06, 2007 6:58 am
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
It's not checking pin strength. I thought TLB fixed that already.


Fri Jul 17, 2009 6:31 pm
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
I thought I did too :???:
This only seems to be happening to some computers. I've never experienced it myself.


Fri Jul 17, 2009 7:42 pm
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
TheLastBanana wrote:
I thought I did too :???:
This only seems to be happening to some computers. I've never experienced it myself.
I might have an outdated version then.

Adding an if statement fixed it for me:
Code:
--Black hole
      for actor in MovableMan.Actors do
            if not actor:HasObjectInGroup("Brains") then
             GravitateMovableObjectB(actor,self.landspot.X,self.landspot.Y - 250,self.holestrength,0,self.holesize);
             actor.Vel.Y = actor.Vel.Y - self.antigrav;
            end
      end


Fri Jul 17, 2009 9:22 pm
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
There's a check for PinStrength in GravitateMovableObjectB, though. Maybe it isn't functioning correctly?


Fri Jul 17, 2009 9:26 pm
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Joined: Wed May 20, 2009 10:06 am
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
Great mod, although CC crashes just as the actor is about to touch the ground after being summoned for me :-( Still epic tough


Sat Jul 18, 2009 3:42 pm
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Joined: Mon May 07, 2007 1:49 pm
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
This thing is great. But the idea of the Stormy scene sounds even better. I'd sure love a rainy map. But there must be a way to stop the AI going mad when in it. Perhaps they could be made to ignore the rain but be alerted when the thunder strikes?


Sat Jul 18, 2009 9:24 pm
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
THREE THINGS:

Lightning, but already mentioned.

Actors spawn without stuff, like guns. Needs fixed.

Actors sometimes dig all the way through the map. Needs fixed.


Awesome, by the way.


Sat Jul 18, 2009 10:43 pm
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
1. It's entirely random. Sometimes there is way too much in my opinion.
2. Can't fix it.
3. Never seen this happen, and I'm not sure what would cause it.


Sat Jul 18, 2009 10:47 pm
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
2: Yes you can.

Sean found a function - MO:Inventory().
Guess what it does.


Sat Jul 18, 2009 11:42 pm
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
Ah, I had forgotten about that. I'll see if I can set that up then.
Also, unfortunately, the only way to stop the rain from alerting enemies would be to remove the splashing effect. That's the only reason I'm not working on a rainy map as we speak.


Sun Jul 19, 2009 12:19 am
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Joined: Sat Aug 23, 2008 2:51 pm
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
Hey, banana anything on the immobile brains exploding?

During or right before the big orb sequence, all brains explode. Any solutions?


Sun Jul 19, 2009 1:44 am
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
You could possibly make the rain a layered background?


Sun Jul 19, 2009 2:08 am
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
Still puzzled on that exploding brain problem. It's only happening on some computers.
Wutangfan, background layers can't be animated. The only way they move is when the camera moves.


Sun Jul 19, 2009 3:32 am
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Post Re: Coming of God - UPDATE: Deadlier Boulders + Fire
TLB, have you any interest in making a custom actor for this? Of yourself? Or anything in particular?


Sun Jul 19, 2009 4:14 am
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