Comm Bombing - Lame, but too lame? - Page 3

Comm Bombing - Lame, but too lame?

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Moderator: Moderators

Do you use the age-old Comm Bomb?

Too lame to ever use
2
3%
Lame, but use in losing situations
9
16%
Lame, but not too lame to use
11
19%
Not lame
36
62%
 
Total votes: 58

trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

SwiftSpear:
Done, it'll be in the first LuaUI release (all 11 lines of code).
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

trepan wrote:You can use the "/gameinfo" command in game to determine
if it is CommEnds or not. ...
Or just press "i".
trepan wrote:... I can also setup a big flashing
"Commander Ends Game!" message that is displayed before the
game is started. If that's not enough, I could also add a message
to the console every 5 minutes ;-)
One thing i requested a long time ago was that, when comm dead=game ends is active, the commander would have a distinguishing grafical effect (only seen by the player, of course) like a glow around it. Although glow effects aren't possible in Spring, i think... That idea would be fine too.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

@Paulo: play the latest NanoBlobs, and you will see that not only is it possible, I've already done it ;)
User avatar
PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Ok, it's there .. kind of (it's a fake glow).

Still the problem remains because you can't add it only if comm=ends is active and not otherwise...
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

BigSteve wrote:please don't feed the modders -moderation
Ahh yes I meant to come back and edit this but I forgot ^^
I actually quite like ee, but I just like the dgun more thats all hehe, sorry for any offense caused.
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