The Corrupted Units thread

Started by Clean0nion, January 16, 2014, 11:19:45 AM

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Flash1225

I've hated planetfall's corrupted forge CRPL ever since I found out what pain it will bring onto you. Especially one of the things it could do in one of his earlier maps...
Considering how many turns my life has taken (good and bad), I'm still fairly neutral to it all. I take the hits, I don't react overly.

theo

#31
I saw a guppy that could steal ammo and emit creeper in a pass the map map. Why it is not here?
And planetfall's corrupted forge also had corrupted totems.

pawel345

The guppy isn't here since is just a custom unit with a guppy texture and not, "corrupted" guppy. It's behaviour does not reflect the guppy behaviour in any way.

theo

#33
I made a corrupted relay. It transmits creeper to it's pair and destroys the pair if nullified. A relay's pair can have another pair. There can be entire chains of relays. It also functions as a emitter, but it emits creeper UNDER it, not on it.
#CorruptedRelay.crpl
#----------------------------------------------------------
$pairX:0
$pairY:0
$delay:60
$amt:30
$transferrer:1
$emmiterAMT:25
$emmiterDelay:60
once
<-emmiterDelay SetTimer1
<-pairX <-pairY GetUnitAt ->pair
Self CONST_ISBUILDING false SetUnitAttribute
Self CONST_CREATEPZ true SetUnitAttribute
Self CONST_CONNECTABLE false SetUnitAttribute
Self CONST_SNIPERTARGET false SetUnitAttribute
Self CONST_BEAMTARGET false SetUnitAttribute
Self CONST_THORTARGET false SetUnitAttribute
Self CONST_COUNTSFORVICTORY true SetUnitAttribute
Self CONST_SUPPORTSDIGITALIS false SetUnitAttribute
Self CONST_SHOWAMMOBAR false SetUnitAttribute
SetTimer0(<-delay)
<-delay SetTimer1
endonce
CurrentCoords GetCreeper ->creeper
GetTimer0 eq0 <-transferrer and if <-delay SetTimer0 if(<-creeper <-amt max <-amt eq)
<-pairX <-pairY <-creeper AddCreeper
CurrentCoords 0 SetCreeper
else
<-pairX <-pairY <-amt AddCreeper
CurrentCoords <-creeper <-amt sub AddCreeper
endif endif
if(GetTimer1 eq0) CurrentCoords 1 add <-emmiterAMT SetCreeper <-delay SetTimer1 endif
:destroyed
<-pair 2 Destroy


theo

Will my relay win a place in the corrupted units thread?

Telanir

Quote from: theo on April 08, 2015, 03:14:19 AM
Will my relay win a place in the corrupted units thread?

It seems like this thread has died out, the original poster hasn't updated it in over a year.
I did a little dabbling in creating creeper units before I found out this forum existed lol (thank goodness for the Wiki).
You can find most of my work here, and I'm also currently working on expanding those because it was apparently well received, my units don't exactly work like most in this thread, but you don't mind if I use your idea do you? :)
Want to make genius CRPL? The new top map? You can start here!

Find out more about Creeper World 3 on the wiki!

CW3, The Sleeper Menace!

Own an iOS device? Check out my game Blobivers

theo

Also you can use other units here. I used a corrupted beam in one map and nobody got angry.
Here's the script:
#CorruptedRelay.crpl
#author:theo
#----------------------------------------------------------
$pairX:0
$pairY:0
$pair:0
$delay:60
$amt:30
$transferrer:1
$emmiterAMT:25
$emmiterDelay:60
once
<-emmiterDelay SetTimer1
<-pairX <-pairY GetUnitAt ->pair
Self CONST_ISBUILDING false SetUnitAttribute
Self CONST_CREATEPZ true SetUnitAttribute
Self CONST_CONNECTABLE false SetUnitAttribute
Self CONST_SNIPERTARGET false SetUnitAttribute
Self CONST_BEAMTARGET false SetUnitAttribute
Self CONST_THORTARGET false SetUnitAttribute
Self CONST_COUNTSFORVICTORY true SetUnitAttribute
Self CONST_SUPPORTSDIGITALIS false SetUnitAttribute
SetTimer0(<-delay)
<-delay SetTimer1
endonce
CurrentCoords GetCreeper ->creeper
GetTimer0 eq0 <-transferrer and if <-delay SetTimer0 if(<-creeper <-amt max <-amt eq)
<-pairX <-pairY <-creeper AddCreeper
CurrentCoords 0 SetCreeper
else
<-pairX <-pairY <-amt AddCreeper
CurrentCoords <-creeper <-amt sub AddCreeper
endif endif
if(GetTimer1 eq0) CurrentCoords 1 add <-emmiterAMT SetCreeper <-emmiterDelay SetTimer1 endif
:destroyed
<-pair 2 Destroy

ghostwalker13

Not sure if this thread has died out just yet, but I wanted to ask something.
I downloaded and used the script for Corrupted Mortar V1 from Eduran.
Each time I restart and unpause the game, the corrupted mortar gets destroyed by the creeper around it.
Not exactly sure why...  :o

If someone is reading this, please help me. Thanks.