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[2020-10-03. : 1:25 am] O)FaRTy1billion[MM] -- You could try a super roundabout way ... like set the images.dat draw function to 1 so it won't appear cloaked, and then remove the "Requires detection" and "Cloaked" flags from CUnit Status Flags for each instance .. but at that point you could probably just mark "Disabled" directly lmao[2020-10-02. : 5:09 pm] DarkenedFantasies -- Junkyard AI script only works for computer players, and with "Run AI Script at Location". If you need it to be owned by the human player, you could use EUDs to change the flag's graphic to the mineral chunk since players can't pick up their own flags, but others still could, so it may not be viable in a multiplayer map.[2020-10-02. : 11:05 am] martosss -- Hey folks, I have a weird disable-doodad state question - when applied to resource chunks it cloaks them and makes them unpickable ... any way to make them visible again? I would like to make resource chunks unpickable, but still visible and targetable(not invincible). I tried using EUD actions to change Idle/human.computer AI action to something other than power up, but it doesn't work, I tried using the junkyard ai script but it doesn't work(maybe those powerups can't have different AI actions?)[2020-9-26. : 3:13 pm] Suicidal Insanity -- Wing ZeroWing Zero shouted: Demon stop taking my box I'm bout to rage I ensured he couldn't[2020-9-25. : 3:14 am] jjf28 -- sraw531sraw531 shouted: NudeRaider https://www.youtube.com/watch?v=N3Zj-hMEL-k wrong meme, https://youtu.be/jZ6nF6JKtRc[2020-9-24. : 9:39 pm] sraw531 -- NudeRaiderNudeRaider shouted: dont repress your anger. come to the dark side! https://www.youtube.com/watch?v=N3Zj-hMEL-k[2020-9-23. : 7:10 am] sraw531 -- ungh, looks like im going to have to do a binary count off for death messages, they aren't properly being displayed to everybody [2020-9-23. : 4:22 am] sraw531 -- maybe I should just test what happens if you teleport(move) the command centers to a location off the map every cycle while they are flying.[2020-9-23. : 4:22 am] sraw531 -- if you do a for each loop, then youd likely have deselection issues, if you dont youd likely have issues with non-prebuilt command centers[2020-9-23. : 4:21 am] sraw531 -- UndeadStarUndeadStar shouted: @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad? That might work for one command center, but it wouldn't work for multiple. If you were to do it for multiple youd need 1-2 locations for each, and thats not easy.[2020-9-23. : 3:30 am] UndeadStar -- @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?[2020-9-22. : 12:08 pm] IlyaSnopchenko -- sraw531sraw531 shouted: is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift? Funny that it was just what I did when trying to prevent flying buildings from flying... though that was still through iscript/AICE - set the flingy speed to 0 after each liftoff (as it's reset to a hardcoded value each time the building lifts off)[2020-9-22. : 5:01 am] Oh_Man -- https://youtu.be/eG9lTgu0R-M This guy must have got sued by like 5 different companies. 🤣[2020-9-22. : 1:00 am] sraw531 -- is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?[2020-9-22. : 12:50 am] sraw531 -- surprisingly easy to change all the hero marines into normal marines, and vice versa, across the map though.[2020-9-22. : 12:10 am] sraw531 -- really hate when SCMdraft replaces deaths with " Memory(17, At least, 1);", makes it so I can't do mass replace for triggers when it changes to memory type [2020-9-19. : 5:20 am] KrayZee -- Oh_ManOh_Man shouted: the new harry potter game looks too good to be true #Iwanttobelieve It does look good |