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  1. captainrads

    Crime John Caudle, 14, Killed His Parents Because He Didn't Like Doing Chores

    Everytime I read a story like this, I loose a bit more faith in humanity.
  2. captainrads

    Been busy with finals these past few days, but other than that life's pretty good. How about you?

    Been busy with finals these past few days, but other than that life's pretty good. How about you?
  3. captainrads

    Other Elemental Footman Frenzy

    Good news and bad news. The good news is that I got some of my ideas so I can probably start going on this again. The bad news is that I have no idea where the majority of my ideas are, meaning I'll have to redo them from memory...which may be better or worse, I can't be sure. Hopefully one day...
  4. captainrads

    Trap Problems

    Last bump.
  5. captainrads

    Trap Problems

    Nudge.
  6. captainrads

    Trap Problems

    Bump.
  7. captainrads

    Trap Problems

    I set up multiple tanks to fire at a trap for about ten minutes. With no hp regen and not much hp in the first place, it really should have died.
  8. captainrads

    Trap Problems

    Bump, I have yet to solve this problem.
  9. captainrads

    Other Elemental Footman Frenzy

    I'm going home in the beginning of October, so unit production will resume near that time. Until then, traps continue to frustrate me. I'm sure mines are going to be problematic as well. But, assuming I don't headbutt my monitor, I'm sure I'll get things figured out.
  10. captainrads

    Trap Problems

    That seems like it will destroy the trap when a certain unit runs into it or over it. I want the trap to be attackable only by seige-type units, or units that have the "attack ground" ability. @Bloodydood: Locust didn't work. Doesn't locust make the unit invulnerable?
  11. captainrads

    Trap Problems

    The traps are built by a builder, so I'm not sure how practical that is.
  12. captainrads

    Trap Problems

    What do you mean by that?
  13. captainrads

    Trap Problems

    Well I changed the classification back to structure, and added in this trigger: Trap Targets Events Unit - A unit Is issued an order targeting an object Conditions (Unit-type of (Target unit of issued order)) Equal to Bio Trap (Unit-type of (Ordered unit)) Not...
  14. captainrads

    Trap Problems

    My map features traps which, once built, should be able to be walked over by units, yet not attacked by them. However, I do want certain units to be able to attack them. To do this, I've tried giving the units a "tree" classification, which hasn't worked. I've also tried numerous other...
  15. captainrads

    Tree classification to a unit?

    Bump, does anyone have any other solutions I might try?
  16. captainrads

    Tree classification to a unit?

    Hmm...that might work, providing there's no other way for the trap itself to get working the way I want it to. The only problem is that there would be no gauge on the amount of hitpoints the trap currently has unless I added another trigger. This is all possible, but I'd like to avoid the...
  17. captainrads

    Tree classification to a unit?

    I've got a system set up where a worker can build a trap that is classified as "walkable" and "tree". I did this so that normal units wouldn't be able to attack the trap, only siege units that can attack trees can attack the traps. The problem is, siege units can't inflict damage to the traps...
  18. captainrads

    Other Elemental Footman Frenzy

    Thanks for letting me know, I reactivated my account and they should be working now.
  19. captainrads

    Other Elemental Footman Frenzy

    That's also a problem I'll have to figure out sooner than I planned...I've had pathing problems, which I hopefully know how to fix. Regardless, I'll undoubtedly have many a problem to fix trying to make all this stuff...thinking about it, I've had difficulties with all of them as far as getting...
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