[WIP] Doomgeon Crawler 0.2

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Mav3rick
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Re: [WIP] Doomgeon Crawler Beta #1

Post by Mav3rick »

mmmm though it was delete this comment ¬¬ (oh well)

hope real life is kind on you and waiting to see the new changes :D
Last edited by Mav3rick on Mon Jan 28, 2013 8:00 pm, edited 1 time in total.
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Mav3rick
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Re: [WIP] Doomgeon Crawler Beta #1

Post by Mav3rick »

waiting to see the new updates mate! ;)
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Sami
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Re: [WIP] Doomgeon Crawler 0.2

Post by Sami »

New version of the mod has been released, changes and download links are in the first post of the thread :D
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jpalomo
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Re: [WIP] Doomgeon Crawler 0.2

Post by jpalomo »

Sami wrote:I need some advice with ACS, also. I would like to learn how to execute a script independently of the map. The skill point/armor (for the warrior) regeneration is possible with an ACS script but the scripts are OPEN and attached to the map that I implement them so I would like to call that script for every player in every map. I tried with an ACS_Execute in the Spawn state of the playerclasses but it seems not to work. Can you help me with that, too? I would appreciate very much your help.
For OPEN scripts, the activator is the world, not the player. You need to use the ENTER script type. As for using the scripts on every map, see [wiki]libraries[/wiki] and [wiki]LOADACS[/wiki].
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Sami
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Re: [WIP] Doomgeon Crawler 0.2

Post by Sami »

jpalomo wrote:
Sami wrote:I need some advice with ACS, also. I would like to learn how to execute a script independently of the map. The skill point/armor (for the warrior) regeneration is possible with an ACS script but the scripts are OPEN and attached to the map that I implement them so I would like to call that script for every player in every map. I tried with an ACS_Execute in the Spawn state of the playerclasses but it seems not to work. Can you help me with that, too? I would appreciate very much your help.
For OPEN scripts, the activator is the world, not the player. You need to use the ENTER script type. As for using the scripts on every map, see [wiki]libraries[/wiki] and [wiki]LOADACS[/wiki].
Oh sorry I was wrong, I used ENTER scripts indeed but for singleplayer the results were the same. However, thank you for the info, I will check it out :)
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Crudux Cruo
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Re: [WIP] Doomgeon Crawler 0.2

Post by Crudux Cruo »

Really hardly see any differences. but the gameplay still consists of spamming left click and circle strafing, alts are interesting, beserker alt attack is pretty shaky.
Honestly, i'd work out the rough edges and make some more level content before you do another release, because this is pretty much the same thing you posted last time with the alt bar and some "balancing"

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