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Post by FriedGruntzaholic on May 27, 2006 19:08:56 GMT -8
For me it still doesn't work... Do I have to use the "CalcCow ID" button? Yes, the WarpstonePad logic is basically a switch logic. And kids: what's the #1 rule about switch logics? (All together now!) Press the CalcCow ID button when placing a switch!!! Otherwise, the switch, no matter what it is will not work.
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Post by FriedGruntzaholic on May 27, 2006 19:38:49 GMT -8
Big S's appeared on my platez - still worked. That is as it should be. The WarpstonePad logic is basically a switch logic.
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Post by alexandgruntz on May 27, 2006 20:01:49 GMT -8
Big S's appeared on my platez - still worked. That is as it should be. The WarpstonePad logic is basically a switch logic. I mean in the game itself.
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Post by Perfect Grunt on May 28, 2006 0:17:02 GMT -8
And kids: what's the #1 rule about switch logics? (All together now!) Press the CalcCow ID button when placing a switch!!! Otherwise, the switch, no matter what it is will not work. I know that! But it doesn't work! I tried it WITH CalcCow and WITHOUT... ...and in my case there are NO 'S's..
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Post by Perfect Grunt on May 28, 2006 2:28:26 GMT -8
I could add my test-level to a post in this thread, but I do not know how to do that... ...it still doesn't work...
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Post by FriedGruntzaholic on May 28, 2006 8:12:28 GMT -8
And kids: what's the #1 rule about switch logics? (All together now!) Press the CalcCow ID button when placing a switch!!! Otherwise, the switch, no matter what it is will not work. I know that! But it doesn't work! I tried it WITH CalcCow and WITHOUT... ...and in my case there are NO 'S's.. I think I know what's wrong. Ran into the same problem when I tried to create another level using this logic. It's with the logic name; I mis-capitalized it when I gave the information above. Sorry about that. Try Warp StonePad for the logic name. (A little lesson on the importance of correct spelling and capitalization with this editor.) Mea culpa!
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Post by Perfect Grunt on May 28, 2006 8:15:31 GMT -8
OK, I'll try! Sounds super simple and so I guess it's right...
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Post by Perfect Grunt on May 28, 2006 8:31:01 GMT -8
Now it works... ...but something still has to be wrong! If I try it, the wrong player wins! The entry in the "Score" field must be wrong...
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Post by FriedGruntzaholic on May 28, 2006 9:14:05 GMT -8
Now it works... ...but something still has to be wrong! If I try it, the wrong player wins! The entry in the "Score" field must be wrong... No, the entries in the Score field are correct. Remember what I said in a previous post about the WarpStonePad logic always and forever (at least until it is changed with the editor ) being assigned to a specific player regardless of which fortress area that player is defending and regardless of where on the map the logic is placed. In Battlez against the AI, you, the human player, are always going to be Player 1. The Score value of 0 corresponds to Player 1. Therefore, every pad that you assign the value of 0 "belongs" to you, Player 1. In order for you to win using this method, then you must lay the warpstone pieces down on the pads that have the Score value of 0, regardless of where on the map that pad may be, even if they are in the middle of an enemy fort! If you place the warpstone pieces down on the pads that have Score values of 1, 2, or 3, then the AI player with that value wins, even if your grunt placed the warpstones there.
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Post by FriedGruntzaholic on May 28, 2006 9:19:23 GMT -8
I tried it, and it worked! CalcCowID does the trick. I didn't understand it at first - I took over my own fort! Big S's appeared on my platez - still worked. Checking the No Draw box in the Flags section of the Objects Dialog box will get rid of those S's for you.
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on May 29, 2006 21:12:02 GMT -8
Hey, so it sounds like this is working... could someone (preferably a moderator/admin) put a thread in the Gruntz Editor Discussion (wherever that is now) that just contains the important stuff?
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Post by Perfect Grunt on May 30, 2006 8:10:41 GMT -8
Waitwait!!! I still cannot get it working! Let me describe how I do it: - I open a level and place 4 blank checkpoint switches. - I put "TileTriggerSwitch"es on those blank switches (of course using CalcCowID) - I right-click a Grunt-Oven and copy the "Smarts" number to the clipboard - I create a WarpStonePad (using CalsCowID) and paste the number to the "Score" field. But when I try it, I always take over my own fort! It only works when I am the player whoa has the fort with the "0" in the Smarts field. What's going wrong?
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Post by alexandgruntz on May 30, 2006 11:31:22 GMT -8
Waitwait!!! I still cannot get it working! Let me describe how I do it: - I open a level and place 4 blank checkpoint switches. - I put "TileTriggerSwitch"es on those blank switches (of course using CalcCowID) - I right-click a Grunt-Oven and copy the "Smarts" number to the clipboard - I create a WarpStonePad (using CalsCowID) and paste the number to the "Score" field. But when I try it, I always take over my own fort! It only works when I am the player whoa has the fort with the "0" in the Smarts field. What's going wrong? Put down 4 checkpointz PER PLAYER, on those switchez create a CheckPoint Trigger, image is GAME_WAPWORLDONLY_SWITCH, the Score field as followz: Player 1 = 0 Player 2 = 1 Player 3 = 2 Player 4 = 3 Then click CalcCowID. No matter what fort you use it should work.
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Post by Perfect Grunt on May 31, 2006 4:09:13 GMT -8
I do it like that!
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Post by alexandgruntz on May 31, 2006 11:33:44 GMT -8
Put the warpstone'z on your own padz.
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Post by FriedGruntzaholic on May 31, 2006 13:40:12 GMT -8
It took me awhile to grasp how this logic worked so I'm not surprised somebody else is having trouble with it. There are two things this logic is not or does not do. First, the warpstone pad logic is not an alternative means of taking over individual fortressez, if that's what you are trying to do. If you are successful in bringing the warpstone piecez to the warpstone pads assigned to you, then ALL of the gruntz on the opposing teams immediately and simultaneously commit suicide via bomb and ALL of the opposing kings simultaneously jump off their fortz into their goo tubz. That's it. Game over. Secondly, the warpstone pads do not "follow" you around the map. To clarify, let's say you make a map with one fort in each corner (NW, NE, SW, and SE). Let's now say that you put 4 WarpStonePad logics in each fortress area. You assign the Score value of the WarpStonePad logics of the NW fort = 0 (corresponding to Player 1, you); of the NE fort = 1 (corresponding to Player 2); SW = 2 (player 3); and SE = 3 (player 4). After saving and starting the game playing against the AI's, the computer assigns you to defend the SE fort. However--and this is key-- if you want to win using the AWC, you must place the 4 warpstone pieces on the pads in the NW fort as those are the pads "assigned" to Player 1 (that's you). The same holds true if you are defending the NE or SW forts, too. You will always have to "deliver" the warpstone pieces to the Warpstone pads in the NW fort regardless of which fort you are defending. If you put the warpstones on any other pads in any other fort (in our example, the SE fort), the player "owning" those pads (in our example, Player 4) becomes the winner, even if your gruntz put them there!
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on May 31, 2006 21:32:43 GMT -8
What happens if the grunt carrying a warpstone is destroyed? Does it respawn immediately/in a while or has this condition been stopped entirely?
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Post by FriedGruntzaholic on Jun 1, 2006 20:45:44 GMT -8
What happens if the grunt carrying a warpstone is destroyed? Does it respawn immediately/in a while or has this condition been stopped entirely? In the AWC, the warpstone is never destroyed if the grunt carrying it is killed. But how the warpstone grunt dies determines what happens to the warpstone. All causes of death to a warpstone grunt except death tilez cause the warpstone to drop to the ground where the grunt died. In the case of a death tile i.e, holez, water, lava, etc., the warpstone respawns immediately at the spot where it last touched the ground.
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Post by Perfect Grunt on Jun 2, 2006 9:20:01 GMT -8
Secondly, the warpstone pads do not "follow" you around the map. To clarify, let's say you make a map with one fort in each corner (NW, NE, SW, and SE). Let's now say that you put 4 WarpStonePad logics in each fortress area. You assign the Score value of the WarpStonePad logics of the NW fort = 0 (corresponding to Player 1, you); of the NE fort = 1 (corresponding to Player 2); SW = 2 (player 3); and SE = 3 (player 4). After saving and starting the game playing against the AI's, the computer assigns you to defend the SE fort. However--and this is key-- if you want to win using the AWC, you must place the 4 warpstone pieces on the pads in the NW fort as those are the pads "assigned" to Player 1 (that's you). The same holds true if you are defending the NE or SW forts, too. You will always have to ")eliver" the warpstone pieces to the Warpstone pads in the NW fort regardless of which fort you are defending. If you put the warpstones on any other pads in any other fort (in our example, the SE fort), the player "owning" those pads (in our example, Player 4) becomes the winner, even if your gruntz put them there!OK, that was it. I do not think that is very well programmed (sorry, Kevin!). In my opinion the player has to have the opportunity to see where he has to put his warpstonez. There's another cause: Could you all please try it again and look carefully at the statz-screen? Because in my case I win the game, but the statz say that another player took over my fort!
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Post by Perfect Grunt on Jun 5, 2006 1:53:28 GMT -8
I'll be away some days, you will have the opportunity to check / test it until I'm back...
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