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Author Topic: Questions about some of the deeper features of GB.  (Read 2413 times)

AcidLead

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Questions about some of the deeper features of GB.
« on: May 20, 2009, 01:45:58 pm »

The entities that appear as intel-doors, do the block passage only if carrying that intel, allow passage only if carrying that intel, or what?

Also, if the triggered changes work, could you stack them, for a tree of levels? Like, Demonstration could go to red_Demonstration or blu_Demonstration, then red_Demonstration could go to red_red_Demonstration or blu_red_Demonstration?

How exactly does in-map next round object work? Considering it points down, obviously stages must run top to bottom. (Would have been cool if they could have been connected into a really long map i.e. the spawn room spawns blu on one side of the stage divider, and red on the other.) But do you need just one? Or do they have to form a solid barrier?

Can in-map next round be used only with a/d cp mode, or does it work with any cp only, or with anything at all?

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[RGP]DC

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Re: Questions about some of the deeper features of GB.
« Reply #1 on: May 20, 2009, 09:13:07 pm »

The entities that appear as intel-doors, do the block passage only if carrying that intel, allow passage only if carrying that intel, or what?
You are only allowed to go through those doors if you are of that color or carry the intel of that color.

As for your other questions...no idea. :drool:
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AcidLead

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Re: Questions about some of the deeper features of GB.
« Reply #2 on: May 21, 2009, 01:44:21 am »

So with the neutral intel one, no team can go through it without intel, but can any color of intel go through it or is it only neutral intel?
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[RGP]DC

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Re: Questions about some of the deeper features of GB.
« Reply #3 on: May 21, 2009, 05:03:56 pm »

Hmm, I figured it wouldn't work since most of the features related to neutral are broken, but I tried it anyway and yeah, the neutral intel doors allow passage only if you have a bag, but it can be from any color.
« Last Edit: May 21, 2009, 05:04:22 pm by [RGP]DemonicChocobo »
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AcidLead

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Re: Questions about some of the deeper features of GB.
« Reply #4 on: May 22, 2009, 04:13:36 pm »

Okay th- Wait the neutral intel is broken?
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[RGP]DC

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Re: Questions about some of the deeper features of GB.
« Reply #5 on: May 22, 2009, 05:05:31 pm »

Well, it doesn't seem to do anything when I try placing on a map.(It doesn't even show up.) Then again, there have been a few updates to GG since the last time I've tried so I'm not completely sure.
« Last Edit: May 22, 2009, 05:52:21 pm by [RGP]DemonicChocobo »
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AcidLead

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Re: Questions about some of the deeper features of GB.
« Reply #6 on: May 24, 2009, 03:14:53 am »

Okay thanks, I appreciate the help, but still waiting for devs to answer the other questions. Or say "God, I don't even know".
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AcidLead

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Re: Questions about some of the deeper features of GB.
« Reply #7 on: May 30, 2009, 12:23:37 pm »

I have found out about CPs: Cap zones cannot overlap or they fail. And the CP icons in GB are off from their in-game position.

Still waiting for answers about:
...if the triggered changes work, could you stack them, for a tree of levels? Like, Demonstration could go to red_Demonstration or blu_Demonstration, then red_Demonstration could go to red_red_Demonstration or blu_red_Demonstration?

How exactly does in-map next round object work? Considering it points down, obviously stages must run top to bottom. (Would have been cool if they could have been connected into a really long map i.e. the spawn room spawns blu on one side of the stage divider, and red on the other.) But do you need just one? Or do they have to form a solid barrier?

Can in-map next round be used only with a/d cp mode, or does it work with any cp only, or with anything at all?

I'm done for now.
Logged
fire at cyberdisc
eighty-five percent hit chance
doh, she missed the shot
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