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Great, thank you! I might steal it.
If the tile is impassable, the alien can't get on it. It can fall into it if you kill/stun it, though (but it's not a problem IMO).
Like the bottom is a layer of invisible and impassable terrain.
- SEA
- CARGO1_ARMORED
- CARGO2_ARMORED
- XBITS
- CARGO3_ARMORED
- GRUNGE4_PIPES_NO_REC_ARMORED
- MOSTLY_PIPES_ARMORED
. Silence the sound FX. (Either prevent it or swap it to a sound effect that has no audio in it.)
. Refund the TU cost of using the equipment.
. Replace the Hit animation & projectile sprite with a blank image.
. Increase bulletSpeed, explosionSpeed to as close to instant as possible.
. Temporarily toggle followProjectiles: to FALSE.
. display a message with either "flashMessage" or "flashLongMessage" that says "Cannot be used while standing."
I looked more closely at the Whirligig -- nice Map! But the RMP nodes have nothing to do with what I see in the tileset ... so i don't know where you (or Mapview) got that routefile from ...I've redone the routing for the Whirligig map, could you check if the files are loading now with the correct routes on your end?
If you have a .CHM helpfile reader on Linux i suggest taking an extended browse through MapView.chm .....Thank you I'll look into a way to read the helpfile.
i have no idea where that map came from /shrugThe Whirligig map is one I made.
it kinda sounds like maybe you typed in the name of an existing Map ... really not sure tho.I'm guessing this is not the case but would the map and route files having a dash then number before the file extension cause this problem?
. Start MapView 2
. Expand the tftdShips tree so that Craft & USO are visible.
. Select "USO" by Left click.
. Right Click "USO" and select "Add Tileset"
. In the MAP field either type the name of a new map, or click "..." and select an existing map file.
. Click create.
. Select (UEXT2, UEXT3, UINT1, UINT2, UINT3) and move each to the "allocated" window by pressing the "Left" button.
. Click Accept.
pretty sure that the 253 ID limit is only for the mapblock that you're working on. Ie, the game engines likely use a 32-bit integer that relaxes the limit ...That is great news. 253 is a lot to work with.