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 Zombiness Game - Amaz and Kog

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Which Tile Sets Best?
A
33%
 33% [ 1 ]
B
33%
 33% [ 1 ]
C
33%
 33% [ 1 ]
Total Votes : 3
 

AuthorMessage
Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat May 30, 2009 9:36 pm

i was trying to do something like that only much less complex and the biggest problem is the train has to be more than 1 unit for seperate cars, and making so ppl couldnt walk through it while it was stopped it was really laggy when the train spawned to so i think the models might be wacked out
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bloodasb
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sun May 31, 2009 10:50 am

pat has to make everything so complicated
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Pat1487
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sun May 31, 2009 12:11 pm

Its not complicated

Theres 1 variable for the speed
Its 1 trigger, copied once, the copy just has the speed multiplied by -1
The first one is forward and the copy is backwards
Forward brings it to the region thats in the station, backwards takes it to the region thats off the map, or outside of the players view

More then 1 train car just means more regions, just space them out so each unit is the right distance from the 1 in front of it, and have them all run in the same forward/backwards trigger

The only reason your sliding them is because if you make them walk they will have to turn around to go backwards, which would look weird for a train

So in the end theres 1 variable, 2 triggers, and 1-4 regions (depending on how many train cars you want)

Personally, if i had more then 1 car in the train, id use an array for the train, train[1] would be the car in front, train[2] for the next one, and so on
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Mon Jun 01, 2009 5:45 pm

well update on the trains: the sliding seems to work but its a bit laggy it might just be me idk look at mah trigger i whipped up real fast at 2am last night

Code:

Event - every 0.10 seconds

Actions-
set train = units owned by neutral hostile
unit group - pick every unit in train and do (actions)
      loop - actions
            set temppoint = (position of (picked unit))
            set tempppoint = (temppoint offset by trainspeed towards 90.00 degrees)
            unit - move (picked unit) instantly to temppoint
            custom script: call RemoveLocation(udg_temppoint)
            custom script: call RemoveLocation(udg_temppoint)
      custom script: call DestroyGroup(udg_train)
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Achilles.42
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PostSubject: Re: Zombiness Game - Amaz and Kog   Mon Jun 01, 2009 6:40 pm

whats with the unit group, cant u just refer to the variable?

according to pat unit groups make things more lagy (i think) or that could have just been some hallucination i had while taking--- wait, i beta not say any more...
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Mon Jun 01, 2009 6:42 pm

no cuz the actual train is like 5 different units
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Mon Jun 01, 2009 7:24 pm

u can make the train like 1-2 units if it makes it less laggy
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Mon Jun 01, 2009 7:47 pm

a 1-2 unit train would hardly be a train at all!


EDIT: amaz look at these! we need to get some gates like this!

Spoiler:
 

Spoiler:
 
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jun 06, 2009 1:44 pm

Update
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Pat1487
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jun 06, 2009 2:46 pm

Go with the forcefield one

What map are those from
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jun 06, 2009 11:50 pm

symbiote but i cant find them online and um cough i cant deprotect it (NOT SAYING I TRIED) (but i did)
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jul 04, 2009 2:43 pm

bump, kog finish this shit
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jul 04, 2009 3:31 pm

cough er about that cough cough :p R YOU BAX?
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jul 04, 2009 5:49 pm

im on for 1 day lol... then back 2 camp for a while
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sube2
Recruit
Recruit



PostSubject: Re: Zombiness Game - Amaz and Kog   Tue Jul 07, 2009 10:25 am

All you have to do is angle a piece of wall (u can use tile if you know what you're doing), to where it stays flat. Then just make the height of the walla match up to what you want. Make sure the wall is NOT using a walkable model, just make it small enough to walk throw. If its walkable your guy will teleport to the top of it, its really screwed up.
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jul 18, 2009 3:06 pm

what do you mean by wall? and "angle" it?
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bloodasb
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jul 18, 2009 11:42 pm

like at a 45° angle so u can still walk through it.. watch
\
_\
__\
___\
____\

is an anlge

l
l
l
l

Is striaght Smile
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AmAzIn[G]
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Commander
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jul 25, 2009 7:27 pm

BUmp, check out the new loading screens on the first page

im leaving on sunday btw
ps: so funny story, while ive been gone someone has managed to hack my aim email account which had all my college
applications, school mail and other shit. And i cant recover it. Then i remembered i got a back-up, so im all good.

Kog ill inbox u my new email, cus i updated the map a lil bit.
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Greenkfc
Corporal
Corporal



PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jul 25, 2009 8:51 pm

Wow Shocked i wana see that game,and for the new pictures i like the 2nd one and the 3rd one, its pretty awsome

By the way, I need to see this map Shocked, looks cool Very Happy
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bloodasb
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Captain
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Jul 25, 2009 10:47 pm

idk it matters how smoothly it works.. words are nice but you need to play a game to decide its fate between =DD or :CC
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Mon Jul 27, 2009 11:02 pm

er amaz i did do SOME work while you were gone so what did you do exactly.... i did a crapload (relativly)

edit: oh your gone again.... poo

edit2: i took the incentive and i imported the black and white one with Zombie Crisis in red (the first one looked cooler i thought but it was twice as big)
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sun Aug 02, 2009 9:22 pm

kog email me the map at my new email, ill re-add my edits, i didnt put in more than 20mins worth :/
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AmAzIn[G]
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Aug 29, 2009 5:23 pm

bump. idc about gay double posting
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Knight of Gods
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Aug 29, 2009 8:03 pm

bummp it for what reason
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Pat1487
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PostSubject: Re: Zombiness Game - Amaz and Kog   Sat Aug 29, 2009 8:05 pm

I actually did a little work on it guys, with newjen

I looked at the loading screen to, it rocks

Havent tested it though but it should work
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