hello, ive attached a file of my map (for who ever wants to see it, theres not really any related point to it).
I was wondering if someone knows a code for a crpl that attacks guppy's but not any other flying units, i simply want this so that the player wont get units in an area thats free at the start of the game for about 5 minutes, but i want them to be able to attack it through ground and ariel units.
If it's ok to you , you can use modified version of Corrupted Beam Tower.crpl , does it needs to have image? :)
Quote from: Builder17 on March 28, 2016, 01:20:28 AM
If it's ok to you , you can use modified version of Corrupted Beam Tower.crpl , does it needs to have image? :)
thanks builder17! it doesnt need a picture, i was just gonna mkae it the same as the emitter in the area it protects(as in add it to the emitter) but ill definitely try out the picture!
If you add it to the same core, but want it to disappear after a set period, leaving the other core untouched, I recommend using a second (invisible) core stacked on top of the normal one. Then add another script:
$Lifespan:900 #5 min
Self CONST_CREATEPZ false SetUnitAttribute
<-Lifespan Delay
Self 0 Destroy
This will prevent the script persisting or interfering with other scripts. The only difference will be that if someone aims a Nullifier at this before it expires, it will show two targets, not one... But given it exists to interdict the area, you shouldn't have too much trouble.
Quote from: GoodMorning on March 29, 2016, 08:23:58 AM
If you add it to the same core, but want it to disappear after a set period, leaving the other core untouched, I recommend using a second (invisible) core stacked on top of the normal one. Then add another script:
$Lifespan:900 #5 min
Self CONST_CREATEPZ false SetUnitAttribute
<-Lifespan Delay
Self 0 Destroy
This will prevent the script persisting or interfering with other scripts. The only difference will be that if someone aims a Nullifier at this before it expires, it will show two targets, not one... But given it exists to interdict the area, you shouldn't have too much trouble.
Currently, it wont dissapear until the emitter is destroyed, but if i change my mind about that ill definitely use this!
Hope it helps at some point. Enjoy.
sooo, anyone have the pictures it uses for the range and laser 0_0 currently its using a crystal emitter and another building like one that im using for a player charged emitter.
also, trying to look thourgh the code for the laser so that i can change the image numbers but..... i hope tihs isnt to annoying, but could you copy & paste the code so i can see all the line breaks? my programs (and excuse me for this) is a d*** to downloaded text files.
I have sympathy, but not the code...
You could try borrowing from the Sleeper code for Creep Beams, I don't know if that would work for you.
image2 is range thing and image0 is laser. You should put image0 into Custom1 slot in game and image2 into Custom2 slot in game. Ok?
you could for making crpl add "GUPPYAIR" as a target in various ways
Quote from: Builder17 on April 01, 2016, 06:30:26 AM
image2 is range thing and image0 is laser. You should put image0 into Custom1 slot in game and image2 into Custom2 slot in game. Ok?
thanks!
@IntelectualMind I did posted whole code already , but that's true.
Offtopic: Are you talking about CRPL core with wheel image and it rolls around map and brings doom with it? :D
Agreed. Good thought, but why reinvent the wheel?
Note: Nobody has built a wheel in CRPL, have they?
Define wheel
Quote from: IntelectualMind on April 04, 2016, 08:05:21 AM
Define wheel
Something with a round shape that can roll over something else, massively decreases the (effective) amount of friction compared to pusing cubes over the same surface. Click this (http://lmgtfy.com/?q=wheel) link to learn more.
Quote from: GoodMorning on April 01, 2016, 09:50:53 PM
Note: Nobody has built a wheel in CRPL, have they?
Add a rotating wheel image to my super tower and you have wheel :P But as far as I know, no wheels in CW3 yet.
(Joke)
Quote from: J on April 04, 2016, 08:10:14 AM
But as far as I know, no wheels in CW3 yet.
In one of VirgilĀ“s campaign maps there are PD drones on rails. i am guessing they have wheels. :P
Quote from: Vanguard on April 04, 2016, 08:14:52 AM
In one of VirgilĀ“s campaign maps there are PD drones on rails. i am guessing they have wheels. :P
Weren't those rail 'walkers' (just like runners)? I don't remember the name 'rail rollers' being used anywhere :P
These things are called gliders , I think.
WHEEL Gliders! I am sure! ::)
Then I must have gotten that name from the wiki (http://knucklecracker.com/wiki/doku.php?id=crpl:crpltutorial:code_examples#terrain_rail_walker). Pretty much the same script as used in the story missions. From that I conclude that gliders 'walk' on the path, which happens to be void. In case gliders can't walk over void, they can't wheel there either. Do they have rocket pods powered by wheels?
They have terrain rails, for appearance, but fly. I assume they have some way to re-elevate after gliding.
(Then again, how do Terps, etc. fly?)
Quote from: J on April 04, 2016, 10:11:23 AM
In case gliders can't walk over void, they can't wheel there either. Do they have rocket pods powered by wheels?
The answer is void wheels, obviously.
What void wheels are? These are the kind of wheels whose waranty is void the minute you need new ones. ::)
Perhaps a wheel turned up in CW2 somewhere?
Should we go on in Random discussion?
lol j i was meaning wheel as in circle or wheel as in cylinder
In "Fourth time's the charm" there were wheel-like objects.
There is a script in the code examples ( I think at least ) which does terraform a wheel-like object.