Search found 81 matches
- 07 Jan 2011, 03:51
- Forum: Lua Scripts
- Topic: lua console v.04a
- Replies: 12
- Views: 5156
lua console v.04a
something i whipped up, it's functional but some bugs that i'm still working on.. it's very simple now, so all it's capable of is single line calls, eg. Spring.GetSelectedUnits(), etc... press Ctrl to activate, then simply start typing a command. Enter to enter... Ctrl again to deactivate download h...
- 28 Dec 2010, 19:45
- Forum: Game Development
- Topic: shield gens?
- Replies: 4
- Views: 1033
Re: shield gens?
thanks for you help!
Sorry for the confusion.
Sorry for the confusion.
- 28 Dec 2010, 19:33
- Forum: Game Development
- Topic: shield gens?
- Replies: 4
- Views: 1033
Re: shield gens?
no no, i know what the tag is. I'm interesting in knowing what file of the source has the code so i can look at it :)
- 28 Dec 2010, 19:25
- Forum: Game Development
- Topic: shield gens?
- Replies: 4
- Views: 1033
shield gens?
What's the file with the base code for this?
- 08 Jan 2010, 02:26
- Forum: Game Development Tutorials & Resources
- Topic: Mod Question Repository... Questions come in, answers go out
- Replies: 1167
- Views: 161699
Re: Mod Question Repository... Questions come in, answers go out
you could probably model in an extra nano turret or something on the side of the factory and have it disabled by default with its script and usa lua to detect if there are any nearby units that are in need of repair and take control of said turrent via lua to act as the repair station.
- 10 Dec 2009, 19:36
- Forum: Game Development
- Topic: New project
- Replies: 157
- Views: 15804
Re: New project
If you're going to increase speed you should decrease damage, imo.1v0ry_k1ng wrote:Why not just increase damage by a tiny increment (like 35-->37) instead? keeps the contrast of speeds between them.SCOUTING
Weasel +5% Max speed
- 07 Jul 2009, 16:17
- Forum: Help & Bugs
- Topic: 0.79 unable to start mod/game other than colorwars or THIS
- Replies: 19
- Views: 3138
- 04 Jul 2009, 00:59
- Forum: Help & Bugs
- Topic: 0.79 unable to start mod/game other than colorwars or THIS
- Replies: 19
- Views: 3138
Re: 0.79 unable to start mod/game other than colorwars or THIS
I'm running vista and having this problem D:
- 16 Jun 2009, 20:08
- Forum: Game Development
- Topic: skill trade
- Replies: 6
- Views: 1032
Re: skill trade
Like a self replicating unit?
- 10 May 2009, 06:10
- Forum: Game Releases
- Topic: King of the Hill - CA
- Replies: 26
- Views: 4799
Re: King of the Hill - CA
fixed... silly typos D:
- 09 May 2009, 05:44
- Forum: Game Releases
- Topic: King of the Hill - CA
- Replies: 26
- Views: 4799
Re: King of the Hill - CA
Fixes.....
Code: Select all
- All mines blocked from acquiring control.
- Added grace period (min 0, def 2, max 5) while active no team can capture a box.
- Fixed format on text. (4:3 becomes 4:03)
- When hill becomes contested, color goes back to white.
- 06 May 2009, 05:14
- Forum: Game Releases
- Topic: King of the Hill - CA
- Replies: 26
- Views: 4799
Re: King of the Hill - CA
So you want timer to reach 0. Once it reaches 0, all enemies in the box must be cleared before declaring victory?
- 05 May 2009, 04:48
- Forum: Game Releases
- Topic: King of the Hill - CA
- Replies: 26
- Views: 4799
King of the Hill - CA
King of the Hill game style for CA! Screens : http://img56.imageshack.us/img56/9711/screen018.jpg How it works : - Create 1 more box than number of teams in lobby. IE: 4 teams playing, create 5 boxes. Last box will be the area to control. - Set mode to King of the Hill in ModOptions - Set time to c...
- 02 May 2009, 16:56
- Forum: Game Releases
- Topic: King of the Hill v2 - BA
- Replies: 33
- Views: 6637
Re: King of the Hill v2
New version released :D
- 27 Apr 2009, 07:18
- Forum: Game Releases
- Topic: King of the Hill v2 - BA
- Replies: 33
- Views: 6637
Re: King of the Hill
Here is replay for that http://replays.adune.nl/?1152.3dmodeler wrote: That last game I was in was nothing short of amazing with a win cut short by one second, and the hill lost, then retaken. Very well done!
Though there was still a bug in that game (now fixed), it had no effect on gameplay.
- 27 Apr 2009, 02:50
- Forum: Game Releases
- Topic: King of the Hill v2 - BA
- Replies: 33
- Views: 6637
Re: King of the Hill
Got a nice replay here. http://replays.adune.nl/?1150 (3 way FFA)
- 26 Apr 2009, 03:34
- Forum: Map Releases
- Topic: DeltaSiege Island 8 Way - King of the Hill (fix 2)
- Replies: 20
- Views: 2422
Re: DeltaSiege Island 8 Way - King of the Hill (fix 2)
For all the people that followed this while I was working on it, I now took it to the next level.
http://springrts.com/phpbb/viewtopic.ph ... 76#p348076
http://springrts.com/phpbb/viewtopic.ph ... 76#p348076
- 26 Apr 2009, 03:31
- Forum: Game Releases
- Topic: King of the Hill v2 - BA
- Replies: 33
- Views: 6637
Re: King of the Hill
Yes but no.
This allows for a much more involved user interface in regards to gameplay. S44 base their point control off metal spots. This is completely user controlled. The host or users (in autohost) can choose where it is they want to battle.
This allows for a much more involved user interface in regards to gameplay. S44 base their point control off metal spots. This is completely user controlled. The host or users (in autohost) can choose where it is they want to battle.
- 26 Apr 2009, 01:52
- Forum: Game Releases
- Topic: King of the Hill v2 - BA
- Replies: 33
- Views: 6637
King of the Hill v2 - BA
King of the Hill v2 game style for BA 6.91! Changes : - Fixed bug where wrong teams died in FFA - Spring sends message on game start stating the goal time - Time now counts down from goal time to 0 - Box colors fully functional now Screens : http://spring.jobjol.nl/jpg_uploads/1240702775.jpg http:/...
- 17 Apr 2009, 01:06
- Forum: Balanced Annihilation
- Topic: Balanced Annihilation V6.91
- Replies: 70
- Views: 12662
Re: Balanced Annihilation V6.91
lol was this like 4 versions in less than 1 day?