Drone issues

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Postby crescor » 2008.12.15 (11:55)

Hey, I've just made a new map involving drones, but I can't seem to get the go the right way.
Can someone experienced help me with that drone thing?

In the picture below you see how I want the drones to move. I just want them to go up or down, and not to the left or right. The drones don't need to disapper, just go up and down all the time
Anyone know how to do that?
Heres the map-data:

Thanks in advance
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Postby Hoohah2x2sday » 2008.12.15 (12:15)

okay, so...you want the drones to go throgh the tiles?
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Postby Hoohah2x2sday » 2008.12.15 (12:16)

sorry, i g2g but if this stil isnt solved when im back from school ill check it out again =]
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Postby crescor » 2008.12.15 (12:17)

Nono, just get into the space witht the mine, and then return down to the pillar, (not into the pillar) and after that return upwards again, to the spot with the mine, then down again, etc..
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Postby crescor » 2008.12.15 (12:17)

Hoohah2x2sday wrote:sorry, i g2g but if this stil isnt solved when im back from school ill check it out again =]

ok thanks:)
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Postby jackass » 2008.12.15 (14:26)



This Works ... but the only prob is it dosent look as great but it is still fine
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Postby crescor » 2008.12.15 (16:31)

Not really:)
I want it without any doors or visible things.
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Postby unoriginal name » 2008.12.15 (16:51)

Then what you need to do is make two fake tiles on either side of each pillar. The ninja can go through them, but they behave like normal tiles to the drone. This is hard as hell to do if you don't know the trick, so here's tutorial.

Now, what you want to do is place two tiles of a shape nowhere else in the map on either side of the pillar.
Next, find those two in the tile code. They will be different numbers from all the rest.
Once you find them, delete them and put a dot in their place.
I'd recommend copying the now.
If you load it now, you'll get the desired effect, except that the tiles are visible.
To get rid of that, copy the data and paste it somewhere, then delete the two tiles.
Now, load the data you copied, and voila!

Here, I did the first one for you:
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[url]slappy-mcgee-blowjob-sandwich[/url]


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Postby Izzy » 2008.12.15 (16:57)

Crescor, Hoohah, this isn't the IRC. :P

gloomp, I thought it would have something to do with glitched doors. O_o
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Postby crescor » 2008.12.15 (17:14)

Thanks gloomp.
But: eh??
:D
I'll try the best I can.
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Postby crescor » 2008.12.15 (17:21)

Don't get it at all:)
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Postby Hoohah2x2sday » 2008.12.15 (19:54)

im back =]

okay, i dont know why, but when i followed the instructions, i managed to get one of the colums to work as planeed, right?

so i went back again and edited all the columns, and did what i was supposed to, but when i reloaded the data the only column that works is the first one still =[

idk why, but maybe you can fix it ^_^

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Postby crescor » 2008.12.15 (21:48)



2 ARE WORKING NOW:)
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Postby George » 2008.12.16 (07:12)

Guys, edit your posts instead of double posting, please.
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Postby Rikaninja » 2008.12.16 (09:34)

You an always use NReality A| Pathing. Then you can make custom paths for your drones :). Though I'm not that good at it, maybe having a look at some A| maps on NUMA may help? :)
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Postby crescor » 2008.12.16 (10:09)

Yea, but I want the map to be not Nreality:)
It'll screw my mappack.
It seems that Gloomps method works, but I don't understand how to do it.
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Postby unoriginal name » 2008.12.16 (15:32)

crescor wrote:Yea, but I want the map to be not Nreality:)
It'll screw my mappack.
It seems that Gloomps method works, but I don't understand how to do it.

You just need to replace NaN tiles. That's really it, basically. I recommend using a period.

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Postby crescor » 2008.12.16 (16:23)

mkay
But how can you see if a tile is Naned?
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Postby unoriginal name » 2008.12.16 (20:21)

crescor wrote:mkay
But how can you see if a tile is Naned?

Try to walk through it. If you succeed, it's NaNed.

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Postby mathy » 2011.09.07 (17:00)

Conquest is remarkably playable the way it is!


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