Search found 30 matches

by pkz
September 27th, 2012, 11:44 am
Forum: Multiplayer Development
Topic: Hack and Slash RPG.
Replies: 9
Views: 2799

Re: Hack and Slash RPG.

May be you need to reconsider your WML instead of blaming the devs? Who's 'blaming" the devs for anything? I said they did not design for this. I did not say they did anything wrong. As for my script. while there are areas that can be improved. Theres nothing that can be done to fix the problem you...
by pkz
September 27th, 2012, 1:48 am
Forum: Multiplayer Development
Topic: Hack and Slash RPG.
Replies: 9
Views: 2799

Re: Hack and Slash RPG.

I would rather let players start game and chat before having the menus pop-up. Requiring the players the take an action to trigger the menus is in my opinion good design. Like moving to enter a shop, only you can move anywhere. It does not affect gameplay decisions at that point. As for lag, you wil...
by pkz
September 23rd, 2012, 2:20 pm
Forum: Multiplayer Development
Topic: Hack and Slash RPG.
Replies: 9
Views: 2799

Hack and Slash RPG.

I have just put 'Hack and Slash RPG' on the add-on server. This game has a very different playing format than others. It is a 'build up one unit and slay everything' game, in some ways similar to SX games. But there are some key differences : - Players choose a class, then gain points to spend on up...
by pkz
September 4th, 2012, 9:16 pm
Forum: WML Workshop
Topic: ChaosRider’s WML questions
Replies: 459
Views: 46930

Re: My abilitie dont work even when game dont show bugs...

[event] name=die first_time_only=no [filter_second] side=$side_number [/filter_second] [sound] name=axe.ogg [/sound] [store_unit] [filter] side=$side_number canrecruit=yes [/filter] variable=vdie [/store_unit] {VARIABLE vdie.moves 4} {VARIABLE vdie.attacks_left 1} [unstore_unit] variable=vdie [/uns...
by pkz
July 15th, 2012, 1:18 am
Forum: WML Workshop
Topic: changing the value of 'movment_used' in the [attack] tag ?
Replies: 5
Views: 997

Re: changing the value of 'movment_used' in the [attack] tag

Then what is the purpose of movement_used in the attack tag if zoc overrides anything you put there?
by pkz
July 14th, 2012, 9:08 pm
Forum: WML Workshop
Topic: changing the value of 'movment_used' in the [attack] tag ?
Replies: 5
Views: 997

changing the value of 'movment_used' in the [attack] tag ?

I have been trying to create a unit that can move, attack and then move again. After giving up on trying to change it in game i made some custom units. To test, i made a bat. it is a copy of the default, but i changed the ID the only other changes i made were in the [attack] tag. [attack] name=fangs...
by pkz
June 27th, 2012, 1:52 pm
Forum: WML Workshop
Topic: {advance] event not firing. Please help
Replies: 2
Views: 511

{advance] event not firing. Please help

I have an add-on that adds things to a player unit when it advances in level. The event used to capture the levelling event works fine 99% of the time. The problem arises when combined with one of the abilities a unit can get. A unit can get a grenade ability that allows them to kill/damage other un...
by pkz
August 21st, 2010, 3:11 pm
Forum: Multiplayer Development
Topic: SXC Development
Replies: 176
Views: 48045

Re: SXC Development

well you're right it *should* not be a problem. There are other add-ons with more scenarios. It is probably a combination of factors, linked to something specific about SXC. But i've had no luck finding the problem as i am unable to recreate it. Reducing the scenarios is not a fix, but it is a temp ...
by pkz
August 20th, 2010, 11:46 pm
Forum: Multiplayer Development
Topic: SXC Development
Replies: 176
Views: 48045

Re: SXC Development

Golbeeze : Yes that is why i sugested deleting 2 from each. I figure it is the scen_def. But just in case it was good idea to try the others. try once more with only 1 less scenario in scen_def. that will probably work. I still dont know what is causing the bug. Possibly a game engine bug. But a wor...
by pkz
August 19th, 2010, 12:00 am
Forum: Multiplayer Development
Topic: SXC Development
Replies: 176
Views: 48045

Re: SXC Development

Golbeeze :

try deleting 2 of the map cfg files from each of the 3 senario dirs (scen_def, scen_def, scen_new). doesnt matter which ones. then try loading game.

That might sound strange, but if its same problem as before that might make it work. If it does we know how to (temporarily) stop it.
by pkz
August 18th, 2010, 12:37 am
Forum: Multiplayer Development
Topic: SXC Development
Replies: 176
Views: 48045

Re: SXC Development

-stf- : first let me say thanks for the tone of your last message. You took the time to actually listen to what i said and respond with logical opinions instead of just responding with personal attacks when questioned. This is how collaboration should work. you are right that we are not understandin...
by pkz
August 17th, 2010, 12:45 pm
Forum: Multiplayer Development
Topic: SXC Development
Replies: 176
Views: 48045

Re: SXC Development

So there are only 2 factors left - resistances (armor) and terrain defenses. There are more than two factors left. MV, terrain, res, evade, weapon specials, abilities, strikes, alma, are all active factors. at this point the only ones lost due to SXC are HP dmg, and cost. The HP leads to some unbal...
by pkz
August 17th, 2010, 12:04 am
Forum: Multiplayer Development
Topic: SXC Development
Replies: 176
Views: 48045

SXC Development

I Figured a new post dedicated to this topic would make things easier to follow. I have a few issues with the direction SXC is moving in. The new armor system is deeply flawed and need to be changed. It allows all units to get 240% armor. This greatly unbalances units. Why take a dwarf for a berserk...
by pkz
August 1st, 2010, 2:47 pm
Forum: Multiplayer Development
Topic: SX Development
Replies: 205
Views: 26046

Re: SX Development

Megaregen is the same as regular regenerate. but it heals 15% (or 20% in mabuse's maps i think) of total HPs instead of just 8
by pkz
July 29th, 2010, 11:35 pm
Forum: Multiplayer Development
Topic: SX Development
Replies: 205
Views: 26046

Re: SX Development

PKZ: can you do me a favor and REMOVE the CANTAR and EVIL DEAD maps from the collection, the main reason for that is that i dont want to have two different versions of the same map on the add on server. Hmm... I am a bit conflicted about this. My instincts are to do as you ask. And i had originally...