How come, if I go to the "Unit Flags" options for virtually any unit, things such as cannot be clicked, movable, and cannot be highlighted are always selected by default. Even for structures.
And for units that are turnable, they never have said flag selected.
Doing this can be annoying. First, call the function that hides all leader boards for all players. Then, enable showing state for the leader board you want for each player. Disable showing state for the others.
I think. There is a tricky order for making this work. I'm not at my computer at the moment, If it doesn't work this way, reply here. I'll be able to heck my computer in about an hour.
I think you can crop each of the four sides of the map separately. So you could make one edge larger, and the other smaller, thus moving the design on the corner into the new center.
Don't use armor numbers. Just give each round different attributes (armored, biological, massive, etc). Comparing to warcraft three, massive could be fortified, armored could be normal, biological could be unarmored, and light could be light.
If you're going to make mobs delete a certain percentage of the damage, just give them that much more HP.
If you do it with checking, you should have a safeguard to be sure it doesn't check too many times for a single spawn. It may sound unlikely, but it's possible you could randomly get unlucky and go through thousands of points before hitting a valid one. If you have many spawns, and the game is played many times, it will happen eventually.
If you make something for the enjoyment of solving a unique problem, how do you know if the result is fun?
For example, in highschool it's fun to make a pacman game that when you eat a big dot, it opens another program that tunnels through the school networks and changes the backgrounds on every computer to clowns. It's fun to make that game. But if you eat the big dots, you get arrested next week and then get two years of probation and you can't win without the big dots and it's not fun to play games you can't win.
The point is, how do you know whether something you've made is fun if your motivation for making it is the process of making it. No one really plays their own game. It's like watching a movie you've seen before with someone who hasn't seen it. You become focused on what the other person is thinking about the movie, and not the movie itself.
You could put 4 computers next to each other. Now it's 512x512. This method can be expanded to any map size. There are a lot of computers in the world so it shouldn't be a problem.
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@Knyteguy: Go
Approaching a game like a business probably takes all the fun out of it for you.
Shame.
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How come, if I go to the "Unit Flags" options for virtually any unit, things such as cannot be clicked, movable, and cannot be highlighted are always selected by default. Even for structures.
And for units that are turnable, they never have said flag selected.
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@qerodar: Go
What I did was set his current life to a local variable upon morphing, then wait 3 sec, then set his life to the value I stored.
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@Antimatterthunder: Go
Doing this can be annoying. First, call the function that hides all leader boards for all players. Then, enable showing state for the leader board you want for each player. Disable showing state for the others.
I think. There is a tricky order for making this work. I'm not at my computer at the moment, If it doesn't work this way, reply here. I'll be able to heck my computer in about an hour.
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@PrivateTickles: Go
I think you can crop each of the four sides of the map separately. So you could make one edge larger, and the other smaller, thus moving the design on the corner into the new center.
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@PrivateTickles: Go
Why don't you just modify the map size in the map options menu?
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@PrivateTickles: Go Yes. Hit ctrl+c.
Then Ctrl+v to paste.
Edit: I misread as "copying selected terrain".
When you say crop, do you mean replace the terrain outside the selection with something blank?
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@wonderbooze: Go
Don't use armor numbers. Just give each round different attributes (armored, biological, massive, etc). Comparing to warcraft three, massive could be fortified, armored could be normal, biological could be unarmored, and light could be light.
If you're going to make mobs delete a certain percentage of the damage, just give them that much more HP.
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@DysprosiumDy: Go
Like a pinball?
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@DysprosiumDy: Go
Why don't you just order it to patrol.
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@Eltonbrand: Go
There's no fun in that.
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@Reya: Go
If you do it with checking, you should have a safeguard to be sure it doesn't check too many times for a single spawn. It may sound unlikely, but it's possible you could randomly get unlucky and go through thousands of points before hitting a valid one. If you have many spawns, and the game is played many times, it will happen eventually.
0
If you make something for the enjoyment of solving a unique problem, how do you know if the result is fun?
For example, in highschool it's fun to make a pacman game that when you eat a big dot, it opens another program that tunnels through the school networks and changes the backgrounds on every computer to clowns. It's fun to make that game. But if you eat the big dots, you get arrested next week and then get two years of probation and you can't win without the big dots and it's not fun to play games you can't win.
The point is, how do you know whether something you've made is fun if your motivation for making it is the process of making it. No one really plays their own game. It's like watching a movie you've seen before with someone who hasn't seen it. You become focused on what the other person is thinking about the movie, and not the movie itself.
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You could put 4 computers next to each other. Now it's 512x512. This method can be expanded to any map size. There are a lot of computers in the world so it shouldn't be a problem.
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@Reya: Go
You could try checking if it's pathable, and if not, respawn the unit somewhere else.