Update - Some Triggers
Posted: Mon May 05, 2008 9:26 pm
Finally an update! only a small one though.
I changed the layout of the AI code window, hopefully it's a bit easier to use. Most notably however are the 3 new AI commands, 2 of which are triggers...have a look for yourself and you'll see what I mean. Also, don't use the "makeSwitch" command anymore, it will still work but I'd prefer if you used the new version instead.
I added another text field to the properties window (that is, the window with X, Y, angle, etc) that shows the current selection's parent part# and allows you to change it. For instance, you can highlight a bunch of parts then punch in '0' to attach all the parts to the core. Here's what it looks like...
the icon is suppose to be a chain representing a 'link'...how else could I represent the child/parent concept?
Here's the level I made to make sure everything works: Tiered Attack
~MD
I changed the layout of the AI code window, hopefully it's a bit easier to use. Most notably however are the 3 new AI commands, 2 of which are triggers...have a look for yourself and you'll see what I mean. Also, don't use the "makeSwitch" command anymore, it will still work but I'd prefer if you used the new version instead.
I added another text field to the properties window (that is, the window with X, Y, angle, etc) that shows the current selection's parent part# and allows you to change it. For instance, you can highlight a bunch of parts then punch in '0' to attach all the parts to the core. Here's what it looks like...
the icon is suppose to be a chain representing a 'link'...how else could I represent the child/parent concept?
Here's the level I made to make sure everything works: Tiered Attack
~MD