Search found 12 matches
- Sat Feb 10, 2007 3:26 pm
- Forum: Introversion Blog
- Topic: Fluff, Ideas, and Waffle
- Replies: 26
- Views: 40884
- Thu Jan 25, 2007 12:37 am
- Forum: Mod Projects
- Topic: Fluffwinia
- Replies: 94
- Views: 84224
- Tue Jan 23, 2007 12:02 am
- Forum: Mod Projects
- Topic: Fluffwinia
- Replies: 94
- Views: 84224
- Sat Jan 20, 2007 3:35 pm
- Forum: Mod Projects
- Topic: Adjusting Spam cubes?
- Replies: 11
- Views: 4827
Another thing that makes them easy is using armours, either yours or your enemies. Set up a BC behind it, let Red DGs man it, and move another armour in front of it. The Spam Cube has a hard time killing the armour, while its own BC blasts the antisoul out of it. I do have a level coming up that co...
- Fri Jan 19, 2007 2:11 am
- Forum: Mod Projects
- Topic: Adjusting Spam cubes?
- Replies: 11
- Views: 4827
Thanks, I'll take a look at that. Edit Okay, I played with that level a bit and tried to figure out why it's not much more difficult than a level with just one cube. It seems to be the behaviour of the beams. The beams will only do one of two things: * kill your program * resurrect a soul When they ...
- Thu Jan 18, 2007 3:10 am
- Forum: Mod Projects
- Topic: Adjusting Spam cubes?
- Replies: 11
- Views: 4827
Adjusting Spam cubes?
I've been playing with Spam cubes in my mod, but they seem to be all-powerful. Is there a way to adjust how often they fire, how many beams come out when they do, or which units the beams spawn? The only control mechanism that I know of is that I can deliberately trigger them through scripts (Trigge...
- Wed Jan 17, 2007 11:39 pm
- Forum: Introversion Blog
- Topic: It's all in your head, Part 4
- Replies: 65
- Views: 109187
Depending of those concentrations and the combination of the several regulatory proteins, diferent parts of the cell will give origin to different types of tissues. Which is basically what Chris said about the algorithms. One set of parameters generates city roads. A slightly different set generate...
- Sat Jan 06, 2007 2:02 am
- Forum: Mod Projects
- Topic: Fatal Error
- Replies: 15
- Views: 5836
- Tue Dec 26, 2006 3:29 pm
- Forum: Mod Projects
- Topic: New Modding Features
- Replies: 164
- Views: 141926
- Tue Dec 26, 2006 4:20 am
- Forum: Mod Projects
- Topic: New Modding Features
- Replies: 164
- Views: 141926
- Tue Dec 26, 2006 4:09 am
- Forum: Mod Projects
- Topic: New Modding Features
- Replies: 164
- Views: 141926
- Tue Dec 26, 2006 3:33 am
- Forum: Mod Projects
- Topic: New Modding Features
- Replies: 164
- Views: 141926
I'm still pretty new at modding in general, but I'd like to second some of the ideas I've read so far: change the editor so that you cannot link unlinkable buildings And to indicate when a link won't actually do anything, even if the link is possible . For example, linking an AISpawnPoint to a BlueP...