aidenpons Posted December 22, 2018 Share Posted December 22, 2018 Some modding later.... Any guesses on how this was accomplished? phenix8fr, Cyrem and groovy grover 2 1 Link to comment Share on other sites More sharing options...
groovy grover Posted December 23, 2018 Share Posted December 23, 2018 well dat good have fixed my issue with the sonic blaster!!! (al though i have to say that finishing the without also was very fun challange!! :D) don't if u looking for inspiration and maybe it already been done: but i think that disableling the dynamite function could also can give the game a nice taste/bite! (makes the need for certain buildings and vehicles bigger) (srry if bordering u with this kind of idea's, it's to bad i'm no programmer (otherwise i would do it myself), really cool what u guys doinging with this kind things ;D ) Link to comment Share on other sites More sharing options...
aidenpons Posted December 23, 2018 Author Share Posted December 23, 2018 On 12/23/2018 at 12:08 AM, groovy grover said: 1 minute ago, groovy grover said: don't if u looking for inspiration and maybe it already been done: but i think that disableling the dynamite function could also can give the game a nice taste/bite! Disabling dynamite is very easy: a) in Lego.cfg, near the top there are some dynamite damage and radius values; just set those to absurd amounts and then dynamite tends to nuke the place b) for a more professional feel, just go to the Tool Store's section in Lego.cfg and comment out (with a semicolon) TrainDynamite; you'll never be able to train any Explosive Experts that way groovy grover 1 Link to comment Share on other sites More sharing options...
groovy grover Posted December 23, 2018 Share Posted December 23, 2018 On 12/23/2018 at 12:12 AM, aidenpons said: 1 minute ago, aidenpons said: Disabling dynamite is very easy: a) in Lego.cfg, near the top there are some dynamite damage and radius values; just set those to absurd amounts and then dynamite tends to nuke the place b) for a more professional feel, just go to the Tool Store's section in Lego.cfg and comment out (with a semicolon) TrainDynamite; you'll never be able to train any Explosive Experts that way NICE!!!!!! that sounds like something i'm capable of... thats a lot @aidenpons i think i have new reason to replay the rock raider campange again with a extra challange! ;D Link to comment Share on other sites More sharing options...
Cyrem Posted December 25, 2018 Share Posted December 25, 2018 I'm going to say this is your recent NPL tutorial put into action. But the question is, do have to specifically target each slug hole in the NPL? Link to comment Share on other sites More sharing options...
aidenpons Posted December 28, 2018 Author Share Posted December 28, 2018 On 12/25/2018 at 11:56 AM, Cyrem said: On 12/26/2018 at 12:56 AM, Cyrem said: I'm going to say this is your recent NPL tutorial put into action. But the question is, do have to specifically target each slug hole in the NPL? Correct! and yes, I need highly specific scripting and can't just say "pave over all the slug holes." Here's the script I used: TRUE ? SetR1 0 GetTutorialBlockIsPath 1 > 0 ? AddR1 1 GetTutorialBlockIsPath 2 > 0 ? AddR1 1 GetTutorialBlockIsPath 3 > 0 ? AddR1 1 GetTutorialBlockIsPath 4 > 0 ? AddR1 1 GetR1 = 4 ? SetTutorialBlockIsPath 5 I need five tutorial blocks per slug hole less if I squish the hole up against some Solid Rock. One for the path north of the hole, one west, one east, one south, and one for the slug hole itself. No, I can't paint N S E and W with tuto block 1 and then say GetTutorialBlockIsPath 1 = 4 ? as GetTutorialBlockIsPath seems to return an absurdly large integer as soon as any block has a power path in it. Curiously this doesn't actually stop the slug hole from being a slug hole XD slugs will happily come up through it and presumably go back through it, and mousing over it says it's a Slimy Slug Hole. However, upon doing so it is possible (as slugs are also controlled via NPL scripting) to decrease the amount of slugs. You could re-do Back to Basics whereby every time you encounter a cavern with slug holes, the slug spawn rate goes up, but every time you pave over a slug hole, the spawn rate goes down; essentially, tie the slug spawn rate to the number of non-paved-over slug holes (but this would require much more than 20 tutorial blocks... ) (Please increase the number of tutorial blocks available in the current version of Map Creator, if you can 40 would be a good number for now... ) Link to comment Share on other sites More sharing options...
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