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Pages: < 1 « 1139 1140 1141 1142 1143 … 3578 >

[2016-12-26. : 7:43 am]
O)FaRTy1billion[MM] -- ok, so just swapping the units is the obvious solution now
[2016-12-26. : 7:43 am]
Pr0nogo -- what happens if you put expiring units in transports/bunkers
[2016-12-26. : 7:43 am]
O)FaRTy1billion[MM] -- xD
[2016-12-26. : 7:43 am]
Pr0nogo -- they're here to stay
[2016-12-26. : 7:42 am]
O)FaRTy1billion[MM] -- well, if the marines are going to die they should start doing it now
[2016-12-26. : 7:42 am]
Pr0nogo -- spawning 50 kakaru is unintentionally hilarious btw because in this mod kakarus are crows and they just scream impossibly loudly wherever they go
[2016-12-26. : 7:42 am]
Pr0nogo -- my best guess
[2016-12-26. : 7:42 am]
Pr0nogo -- StarCraft.exe has stopped working
[2016-12-26. : 7:41 am]
O)FaRTy1billion[MM] -- or 50 kakaru
[2016-12-26. : 7:40 am]
O)FaRTy1billion[MM] -- what happens if you make it spawn like 50 overlords
[2016-12-26. : 7:40 am]
Pr0nogo -- yeah and then spread out and shit
[2016-12-26. : 7:40 am]
O)FaRTy1billion[MM] -- they just sort of all appeared in one spot
[2016-12-26. : 7:40 am]
Pr0nogo -- since it doesn't kill the target unit anymore
[2016-12-26. : 7:40 am]
Pr0nogo -- spawning 1 zergling is enough to make units flip the fuck out
[2016-12-26. : 7:40 am]
Pr0nogo -- yeah, i bet it looks retarded
[2016-12-26. : 7:39 am]
O)FaRTy1billion[MM] -- lol, spawning 5 marines is funny though
[2016-12-26. : 7:39 am]
O)FaRTy1billion[MM] -- maybe it's applied in more places than two (see FaRTy1billion
FaRTy1billion shouted: Pr0nogo probably more reliable too, since SC's code has a tendency to have checks and stuff for things like this all over the goddamn place
)
[2016-12-26. : 7:39 am]
O)FaRTy1billion[MM] -- ya, but I changed what I thought applied it
[2016-12-26. : 7:38 am]
Pr0nogo -- does the broodling timer still tick down to death?
[2016-12-26. : 7:38 am]
O)FaRTy1billion[MM] -- huh, maybe it didn't work at all. Broodling still has the timer
[2016-12-26. : 7:37 am]
O)FaRTy1billion[MM] -- ya, the timer isn't visible if it's there
[2016-12-26. : 7:37 am]
Pr0nogo -- the broodling death timer is probably longer than the average life expectancy of a marine tbh
[2016-12-26. : 7:36 am]
O)FaRTy1billion[MM] -- let's see if spawn broodlings now spawns 5 expiring marines
[2016-12-26. : 7:35 am]
O)FaRTy1billion[MM] -- cool, adding EXE edits to existing projects seemed to work
[2016-12-26. : 7:33 am]
Pr0nogo -- or talking to women
[2016-12-26. : 7:33 am]
Pr0nogo -- kind of like triggering in sc2
[2016-12-26. : 7:33 am]
Pr0nogo -- yeah modding in bw is pretty retarded a lot of the time, things that should be very simple wind up being needlessly complex
[2016-12-26. : 7:31 am]
O)FaRTy1billion[MM] -- Pr0nogo
Pr0nogo shouted: yeah it works 100% this way and is less work
probably more reliable too, since SC's code has a tendency to have checks and stuff for things like this all over the goddamn place
[2016-12-26. : 7:30 am]
Pr0nogo -- hey if you wanna
[2016-12-26. : 7:30 am]
Pr0nogo -- but for what i need it serves its purpose
[2016-12-26. : 7:30 am]
O)FaRTy1billion[MM] -- I guess I can try still though since I already got this far xD
[2016-12-26. : 7:30 am]
Pr0nogo -- although obviously less customisable
[2016-12-26. : 7:30 am]
Pr0nogo -- yeah it works 100% this way and is less work
[2016-12-26. : 7:29 am]
O)FaRTy1billion[MM] -- honestly that is probably the best solution. I added EXE edits for changing the unit the timer was applied to, except I have no idea if it would be active for that unit or if there is a whole huge rabbit hole of EXE edits to switch around which unit has the expiration timer
[2016-12-26. : 7:27 am]
O)FaRTy1billion[MM] -- oh, so you don't need the EXE edit now?
[2016-12-26. : 7:25 am]
Pr0nogo -- yeah it worked fine, only change i have to make is swapping their wireframes
[2016-12-26. : 7:22 am]
Pr0nogo -- and makes the broodling a regular unit with no expiration
[2016-12-26. : 7:22 am]
Pr0nogo -- gives the devouring one the broodling expiration
[2016-12-26. : 7:22 am]
Pr0nogo -- im pretty sure just changing the spawned unit ID in the EXE edit back to normal and then swapping the dat edits for the current broodling and the current devouring one will fix my problem
[2016-12-26. : 7:21 am]
O)FaRTy1billion[MM] -- the only problem is I'm not sure how FG works with changing the fgd, or if you can just replace the one in a project and have it be ok
[2016-12-26. : 7:21 am]
Pr0nogo -- wait what are you adding?
[2016-12-26. : 7:19 am]
O)FaRTy1billion[MM] -- ok, I have two new addresses to add then
[2016-12-26. : 7:19 am]
Pr0nogo -- thanks for your help
[2016-12-26. : 7:17 am]
Pr0nogo -- so i'll just do that
[2016-12-26. : 7:17 am]
O)FaRTy1billion[MM] -- I think there was an EXE edit to change that, but I don't know if the timer would be active
[2016-12-26. : 7:17 am]
Pr0nogo -- which i guess would solve all these problems
[2016-12-26. : 7:16 am]
O)FaRTy1billion[MM] -- oh, right, looking at the spawn broodling thing it had checks for if unit ID == broodling
[2016-12-26. : 7:16 am]
Pr0nogo -- i was actually trying to make that happen but couldn't, i think i would have to replace the broodling unit with the devouring one unit
[2016-12-26. : 7:16 am]
Pr0nogo -- no
[2016-12-26. : 7:16 am]
Pr0nogo -- it's whatever is easiest for you while also making sure that the functionality i'm looking for is there, which is why i offered to pay
[2016-12-26. : 7:16 am]
O)FaRTy1billion[MM] -- does the devouring one expire?
[2016-12-26. : 7:15 am]
Pr0nogo -- spawn broodling was changed to spawn a single devouring one and deal flat damage on the target unit
[2016-12-26. : 7:15 am]
O)FaRTy1billion[MM] -- I could dig more to find a way to disable it, but that would require a lot more searching
[2016-12-26. : 7:15 am]
Pr0nogo -- They aren't spawned via spawn broodling anymore, they just exist as regular units
[2016-12-26. : 7:15 am]
Pr0nogo -- so we can make that the default case
[2016-12-26. : 7:15 am]
O)FaRTy1billion[MM] -- basically what I'm thinking would be copying that
[2016-12-26. : 7:15 am]
O)FaRTy1billion[MM] -- with Create Unit (or Create Unit with Properties -- I forget which), they have 0 energy and don't expire
[2016-12-26. : 7:14 am]
Pr0nogo -- really? I assumed that just made them die immediately
[2016-12-26. : 7:14 am]
O)FaRTy1billion[MM] -- actually I think this won't remove it, it would probably just make it so they have the 0 energy that makes them not die
[2016-12-26. : 7:07 am]
O)FaRTy1billion[MM] -- oh I see it
[2016-12-26. : 7:06 am]
Pr0nogo -- or as a part of it
[2016-12-26. : 7:06 am]
Pr0nogo -- underneath that
[2016-12-26. : 7:06 am]
Pr0nogo -- so 32 is fine
[2016-12-26. : 7:06 am]
Pr0nogo -- spawn broodlings is entry 31
[2016-12-26. : 7:05 am]
O)FaRTy1billion[MM] -- where do I put it in the tree? That's apparently a thing I have to do
[2016-12-26. : 7:04 am]
Pr0nogo -- so 10 dollars sounds good?
[2016-12-26. : 7:02 am]
O)FaRTy1billion[MM] -- I remembered seeing it from disassembling the create unit functions
[2016-12-26. : 7:01 am]
O)FaRTy1billion[MM] -- it wasn't work, it was something I already had done (which is how I found it so fast) xD
[2016-12-26. : 7:01 am]
Pr0nogo -- how much do you want for the work
[2016-12-26. : 7:01 am]
Pr0nogo -- let's see if we can do that then

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