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Current Version: v0.0.01A

Alpha version


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Changes to the way I release versions? (read the thread)

63% 63% [ 5 ]
38% 38% [ 3 ]

Total Votes : 8

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» Faction creeps
Sun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Thu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
Tue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Mon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Fri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
Fri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
Thu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Wed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Wed Dec 10, 2014 3:07 pm by Grass Hopper

» [inquisitoin] Brother-captain Stern
Wed Dec 10, 2014 12:37 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
||||||||||||||||||||[] [general]
||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
||||||||||||||||||||[] [Total]

Bug with Warphead's teleport

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Bug with Warphead's teleport

Post by Fromundaman on Sat Jul 25, 2009 9:42 pm

I think the move is called " 'Ere we go! ", but the thing that causes units in an area to swap positions (or crits to make them all gather around warphead) can make enemies get stuck inside immovable objects, such as bases (namely, the biggest problem I had was getting the strongest enemy stuck in his main castle thing during a final assault, making it impossible for that hero to retaliate to anything.

Also, I got myself stuck in between trees this way, though I was able to reuse the move to get out. However, an enemy in that situation could be stuck there until someone kills them.



Otherwise, the hero seems good/balanced/fun.
I have to admit it's funny having the teleport move go off and critical off of a normal attack, resulting in everyone suddenly being gathered around you. I usually am as surprised as my enemy Laughing
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Re: Bug with Warphead's teleport

Post by Grass Hopper on Sun Jul 26, 2009 1:26 am

lmao yes i love the randomness of the warphead XD

the thing with that is, its gota work like that.

right now it uses SetUnitX and SetUnitY (which just sets the units exact x,y coordinates) so it doesnt actually 'move the unit' which allows them to exist where they shoudlnt be able to (in other units/buildings/terrain) so if they are surounded by places they cant move, they get stuck. however, if u use SetUnitPosition, then it interupts channeling spells, which i dont want it to do cause of moving allies...

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And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: Bug with Warphead's teleport

Post by Fromundaman on Sun Jul 26, 2009 2:11 am

Hmmm... in that case, would it be possible to include some sort of command that could get them 'unstuck'? (I don't know how these codes work at all, so maybe it's not.)
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Re: Bug with Warphead's teleport

Post by Grass Hopper on Sun Jul 26, 2009 2:11 am

yes it would be very possible. ill do that

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warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: Bug with Warphead's teleport

Post by Fromundaman on Sun Jul 26, 2009 2:23 am

Great! That works then. Just didn't want people quitting because they're stuck in a tree a whole game or something.
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Re: Bug with Warphead's teleport

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