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soMone needed a loophole for gates?

Posted: 06 Jun 2007, 19:45
by Noruas
Yes I actually contributed something. You can make gates simply by making your wall model closed at first, and give it a nanopoint inside the wall. When the wall is created, move the nanopoint -100 to -500 y underneath down under. If you cannot hide the point under the wall in a nonpassable zone, place it somewhere random off the charts. When you try to build that unit, which i hope you know hot to make it take eternity to build, it'll act like a factory and open up its yardmap. Its that simple. Any Questions?


Movie of sad Proof: http://video.google.com/videoplay?docid ... 2670759511

Posted: 06 Jun 2007, 19:52
by Relative
Ok... that's cool, but what is with the distorted legend of zelda theme?

Posted: 06 Jun 2007, 20:01
by rattle
Maybe he actually listens to it. Sounds more like someone ruined the zelda theme in fruity loops or something.

About the gates, good thinking but a bit messy to be useful I think.

Posted: 06 Jun 2007, 20:32
by Noruas
its cats singing the song.
Trust me, it dosent seem messy at all, just cheap.

Posted: 07 Jun 2007, 00:04
by rattle
I'd have to see it in... LIVE ACTION!

Posted: 07 Jun 2007, 01:01
by Noruas
I maek a video in live action, what more do you want?

Posted: 07 Jun 2007, 01:02
by Snipawolf
He means teh catz!

Posted: 07 Jun 2007, 03:09
by The_Big_Boss
He wants to see dez cats in live action?

Posted: 07 Jun 2007, 05:16
by manored
What a distorssed music! :shock:

I tough it was from super mario 2 at first :)

But the wall is cool. We could make dt that enters earth to allow passage...

Re: soMone needed a loophole for gates?

Posted: 07 Jun 2007, 08:37
by zwzsg
I still really wish set YARD_OPEN worked, instead of being ignored and hard wired to factories.