Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 4:20 pm
All times are UTC + 0
How to make a "Draining" restore-health weapon
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [29 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 18, 2013 4:03 am    Post subject:  How to make a "Draining" restore-health weapon
Subject description: This is a tutorial but posted here to work in it.
Reply with quote  Mark this post and the followings unread

This recreates the "drain health" effect of weapons such as the Leech Beam from hammer Tank RA3

Provided: INI codes for Weapons, Projectile, Warhead, and Animations.
Not provided: Animations themselves, Vehicle code and graphics.

It will replenish health of your unit while doing damage.
However note that it is not symmetrical (you can choose any heal amount and any damage amount, and also different Area effects)

This requires Ares to work, probably, as it uses negative damage or negative verses.

First, let's start with the Weapon.
Any "normal" weapon would work, since the HEAL effect will be on the firing ANIMATION. For a "drain-like" effect, instant weapons are best (laser, radbeams, magnetron beams, Wave.IsLaser=yes, sonic waves etc.), but the healing will work on any non-virtual weapon.

Quote:

[HammerLeech]
Damage=8
ROF=10
Range=7
Projectile=InvisibleNoWallNoElev
Speed=100
Warhead=LeechWH3
Report=SlaveAttack ;TEMPORARY SOUND
Anim=MINILEECHGR
;Bright=yes

IsLaser=yes
LaserInnerColor = 200,200,0
LaserOuterColor = 100,255,0
LaserOuterSpread= 32,96,0
LaserDuration = 11

; Wave.IsBigLaser=
; Wave.Color=
;Wave.IsHouseColor

[HammerLeechE]
Damage=24
ROF=10
Range=8
Projectile=InvisibleNoWallNoElev
Speed=100
Warhead=LeechWH3
Report=SlaveAttack ;TEMPORARY SOUND
Anim=LEECHGR
;Bright=yes

IsLaser=yes
LaserInnerColor = 255,255,0
LaserOuterColor = 155,255,55
LaserOuterSpread= 64,128,55
LaserDuration = 12


Now well, the weapon Projectile. You have to restrict attacking ground with no units, otherwise the unit can just auto-heal attacking nothing (unless this is what you want...) - On the rest of targeting options, you are free to use any.

Quote:
; PCG; Use this for weapons that are invisble but are subject to cliffs, elevation and walls.
[InvisibleNoWallNoElev]
Inviso=yes
Image=none
AG=no
AA=no
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no


Now, for the Warhead
This is the DAMAGING warhead.
Give it verses according to what is it you want to target.
I have made it unable to drain health from trees and walls. But I have allowed it to be used on friendly targets (the healing would trigger anyways in this case, as it could be force-fired).
Don't forget to LIST the warhead in the WARHEADS section.

Quote:

[LeechWH3]
Verses=50%,50%,50%,50%,50%,50%,50%,50%,50%,50%,50%
CellSpread=0.1 ;good for me
PercentAtMax=0.9

Wall=no
Wood=no
;Tiberium=no
Conventional=no
;Rocker=no
InfDeathAnim=LEECHDIE

AnimList=ALEECHGR

AffectsEnemies=yes
AffectAllies=yes

CombatLightSize=50%
CLDisableRed=true
CLDisableGreen=false
CLDisableBlue=true


Now, with the firing animations.
Take to account all new anims have to be listed in [Animations] much as all warheads in [Warheads]
However, the animation codes go in Art(md).ini

What is important here is the Damage=
Take into account that this animation is played every time the weapon is fired
and that the Damage= is triggered at each frame of the animation.

So for a rapid-fire weapon as this one (ROF is nearly equal to animation frames), and a normal rate animation as this one, 1 is quite a good amount of healing as it is constant.
The game in Faster has 60 frames per second, and a tank is around 300 HP. So a tank that heals 1 per second will just take 5 seconds to max health.

Quote:

[MINILEECHGR]
Image=MINILI
Normalized=yes
;Rate=300
Shadow=no
;Reverse=yes
CustomPalette=mousepal.pal

Damage=1
DamageRadius=20
Warhead=LeechHealWH2

[LEECHGR]
Image=LI
Normalized=yes
;Rate=300
Shadow=no
;Reverse=yes
CustomPalette=mousepal.pal

Damage=2
DamageRadius=40
Warhead=LeechHealWH3


Now, the healing warheads. Use negative verses for healing. You only need to heal the unit that uses the weapon (typically, in theory you could want otherwise) so make it "safe".

Quote:
[LeechHealWH1]
Verses=-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100% ;negative values are so important YES HERE
CellSpread=0.25 ;good for me
PercentAtMax=1

;AffectsEnemies=no

[LeechHealWH2]
Verses=-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100% ;negative values are so important YES HERE
CellSpread=0.5 ;good for me
PercentAtMax=1

;AffectsEnemies=no

[LeechHealWH3]
Verses=-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100%,-100% ;negative values are so important YES HERE
CellSpread=1 ;good for me
PercentAtMax=1


And VOILÁ

I have already proven this works ingame.

Comment and I could show pictures or .gif Wink

Bon appetit.

_________________

Back to top
View user's profile Send private message Visit poster's website
Augusto
Cyborg Soldier


Joined: 18 Apr 2005
Location: Argentina

PostPosted: Tue Jun 18, 2013 4:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds good, but this issue have a problem... The user can "force-fire" the unit with this weapon logic and healing it and not needs attacks other units to drain them, only needs shoot...

Back to top
View user's profile Send private message
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 18, 2013 5:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Augusto wrote:
Sounds good, but this issue have a problem... The user can "force-fire" the unit with this weapon logic and healing it and not needs attacks other units to drain them, only needs shoot...


You can sorta bypass this by making 2 versions of the weapon. The Primary being a dummy one that will target the terrain. And the Secondary which is the Leech Gun.

Alternatively if the Unit is a SimpleDeployer and the Leech is the Deployed Weapon then there is no problem.

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jun 18, 2013 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes! It may work on floating disc aswell, to restore its health while draining structure

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jun 18, 2013 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

...wouldn't that be extremely OP?

Back to top
View user's profile Send private message
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jun 18, 2013 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, no. It should slowly heal, like SelfHealing=yes, since it already has as default, then as double self healing.
it is logical cause that drained energy must go somewhere. (in his shield)
Also why would you let enemy Disk to drain your power?

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jun 18, 2013 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh, I guess it's outside of the scope of this topic, being that this topic is about how to produce a draining weapon.

But here's why the floating disc would be a massive pain in the ass if it healed itself as it drained power:
Draining power shuts down AA defenses, so any damage they were doing to the disc not only stops coming in but is actively reversed.  This rewards suicidal attacks with discs because unless there are plenty of nearby AA units, the disc is safe.
Once the disc starts draining power, it basically gets an ongoing buff to armour, which effectively makes it more difficult to remove from its position.  IMO this is annoying because the healing allows the disc to sap power more, which allows it to heal more.  It's a loop based on itself.  

But as I said, outside the scope of the topic.  I guess that closer to the topic is the obvious warning that self-healing weapons take a bit of fine balancing to produce a unit which isn't noticeably OP.  On the other hand, I can see why a "draining" unit would be a lot of fun to use (it just might be particularly annoying to have used against you).

Back to top
View user's profile Send private message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Jun 18, 2013 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Jun 18, 2013 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

you should use some more tricks to make the animation heal not that OP. I wonder how many frames your animations have.



a.gif
 Description:
 Filesize:  499.86 KB
 Viewed:  3878 Time(s)

a.gif



_________________
Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account Yahoo Messenger Account
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Jun 18, 2013 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
you should use some more tricks to make the animation heal not that OP. I wonder how many frames your animations have.


Normal or ground zero btw?

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Jun 18, 2013 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

[FrameOne]
Next=RemainingFrames
Damage=999999

[RemainingFrames]
Normal=yes

simple as that

_________________
Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account Yahoo Messenger Account
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Jun 18, 2013 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
you should use some more tricks to make the animation heal not that OP. I wonder how many frames your animations have.


is it possible to add a reversed dolphin beam instead somehow? Rolling Eyes

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Jun 18, 2013 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

why a reversed dolphin beam? Give me a reason I may find an optional for it.
I tried  AreaFire+ PrimaryFLH, failed.
But the same method works with normal weapons.
So it may be a hardcoded limit.



sss.gif
 Description:
 Filesize:  64.2 KB
 Viewed:  3847 Time(s)

sss.gif



_________________
Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account Yahoo Messenger Account
Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Tue Jun 18, 2013 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Excellent tutorial, NimoStar.

_________________
Mod Leader and founder of World Domination


Back to top
View user's profile Send private message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Tue Jun 18, 2013 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
why a reversed dolphin beam?


Short story: Just qurious.

Long story:
I was thinking of creating my own leech weapon with using Reverse aginst vehicles dolphin's beam (Which is actually beautiful itself and not used at all. Espesialy with proper colored combat light, wich give feeling of something actualy was pulled of) and with Cyclic Gatling featuare (Which allow to have dummy effect weapon and pure damage weapon to be fire one after an other. Like here.)
So I am curious can it be done easer. Somehow.

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 18, 2013 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Reversed Dolphin waves are buggy as hell if used with AmbientDamage. If the target stands still it doesn't get damaged, while if it was an inf within an opentopped transport, the transport gets damaged.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Jun 18, 2013 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fire Particle works just fine, areafire+FLH

Я буду продолжать учиться в МГУ



saaa.gif
 Description:
 Filesize:  596.4 KB
 Viewed:  3820 Time(s)

saaa.gif



_________________
Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account Yahoo Messenger Account
NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jun 18, 2013 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Sounds good, but this issue have a problem... The user can "force-fire" the unit with this weapon logic and healing it and not needs attacks other units to drain them, only needs shoot...

Quote:
You can sorta bypass this by making 2 versions of the weapon. The Primary being a dummy one that will target the terrain. And the Secondary which is the Leech Gun.

Alternatively if the Unit is a SimpleDeployer and the Leech is the Deployed Weapon then there is no problem.


If AG=no then it cannot be force-fired at ground AAIK. You could force-fire it at neutral buildings but this is OK to my taste (RA3 leech also does this)

Having said this, my weapon is actually the SecondaryWeapon of an IsSimpleDeployer hammer tank. As Noodles here correctly states.

Quote:
Yes! It may work on floating disc aswell, to restore its health while draining structure


I am sorry but, due to engine limitations, this will not work.
I will explain:
Animation damage is the way of healing here.
Animation damage only works in ground. Not on air.
Disc is floating while it drains.

Therefore, it is not possible by doing this.
However, as the Disk drain is an Areafire effect, you could add a secondary air explosion to be triggered by the projctile. An air explosion with negative verses, so the disc would be healed. but you will have to figure it out yourself or in another topic as it exceeds this.

Quote:
reversed dolphin beam?

it would work, I guess, but just don't use AreaDamage on it. However for this to work, it is not necessary.

Quote:
Excellent tutorial, NimoStar.


Thank you Smile

Quote:
you should use some more tricks to make the animation heal not that OP. I wonder how many frames your animations have.


Balancing tricks are easy, you could use a slower ROF and increased (normal, not heal) damage.
My animations have very few frames (like 10 or Cool
The other option is to slow the animation frame rate, which would slow the heal if I am correct. For example with Rate=150 it would work at 50% heal power.

Anyways, as you can see in your .gif, it was a fair fight and the other tank actually won even with this heal, due to the leech attack being rather weak.

_________________

Back to top
View user's profile Send private message Visit poster's website
mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed Jun 19, 2013 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Animation damage works fine in air. If it doesn't, it's because CellSpread is too low.

Back to top
View user's profile Send private message
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jun 19, 2013 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

NismoStar, excellent tutorial indeed.
Could be useful for many things.
We just got new feature.

kenosis, awesome using green wave effect to damage enemy and heals itself.
Yuri can do something such with his magnetic weapons.

Orac wrote:
But here's why the floating disc would be a massive pain in the ass if it healed itself as it drained power: ...............

You are saying what would happen IF you manage to drain power. But in case that all AA defenses/unit/infantry stop firing and let you to get close to my power reactors and start draining power.
But I will tell you another story (which is more practical in reality). You build 5 discs to attack me, I build few defenses in font of my base, where refineries are in the middle or base or in corner. So you have to pas though defenses. I build also AA infantry and units. And most likely that your discs will be shut down before they can even reach reactor. But lets say one or two survives and start draining my power. How will they lasts? few seconds/10 seconds at maximum maybe until my aa units shot them down?
So lets sum. 5x1750=8750 for that money I can build much more IFV's/Gattling cannons and flack tracks as Soviets, which even cost 375$ with Indsutrial plant? And I just tested in empty map, two IFVs can beat one disk (although one IFV will survive in about 25% health), so I lose 500$ to destroy something which is worth 1750$. So no, overall, that feature to heal while drain is not useless.

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Jun 19, 2013 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

[quote="MasterHaosis"
kenosis, awesome using green wave effect to damage enemy and heals itself.
[/quote]

Well,this is almost ancient for me.
Ever played my mod? started in 2010 and released in march,2011
check my signature to find the download

_________________
Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account Yahoo Messenger Account
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jun 19, 2013 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't play your mod.
perhaps I should, I see you have alot of ideas.

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jun 20, 2013 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

interesting. As I know few took the time to play other people's mod

_________________
Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account Yahoo Messenger Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 20, 2013 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^leeching weapon is as ancient as TD. The dinosaurs had such a weapon already (DTA has a similar technique since 1.11 for the dinos too, using a particle system) Wink

The tutorial has way too much redundant code imo. All thats necessary is to write the following:

Give a unit a muzzleflash anim with negative damage in art.ini
e.g.
rules.ini
[Animations]
xx=LEECH ;new anim at the end of the list (xx=new free number)

[MYTANK]
;use any existing vehicle code as example
Primary=MYWEAPON

[MYWEAPON]
;take any weapon code as example
;add/change the following line
Anim=LEECH

art.ini
[LEECH]
Anim=CLRANIM ;dummy with 10 empty frames
Damage=-1
Rate=300 ;play with the rate to raise, reduce length of anim and this way the damage

Note: if the unit has a FireFLH in art.ini far away from the unit center, then this might not work, as the damage is then done not close enough to the unit. It might even cause adjacent units to be "healed" instead.

Now play around with the settings so they work well balanced for your mod.

^^Only a fourth as long and more concentrated on the relevant parts. Wink

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Jun 20, 2013 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

A sad truth is that most casual modders cannot understand such brief way,don't want to get clear of the logic behind, they prefer a set of complete code for direct copy&paste

_________________
Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account Yahoo Messenger Account
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 20, 2013 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

For a tutorial i find things like
  • works with Ares only, while there are ways to make it work perfectly without it
  • descriptions based on games and units which some might never heard or seen before
  • redundant stuff like elite weapon codes
very confusing.

But after all it isn't in the tutorials forum. So as a code example it fits here well.

A casual modder might even be put off by such a long post with such a little effect. And it also doesn't helps him to understand what exactly is causing the desired effect, if there is so much more code that doesn't belongs to it.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Aug 02, 2013 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah Lin Kue, always attacking other people's work. The "casual modders" that according to you are "confused" liked it and could implement it, so why so negative?

Also, the effect is not "little" as it is exactly how it is stated and is given all the specifications. You weapon for example could be shot at ground and thus heal things without damaging anything, etc. you have to take into account the details as to not create problems in the mods of others who implemented it. So I gave full working codes, because otherwise people just ask "Help me I can't do it" questions, and it is understandable. A tutorial has to be complete as possible...

_________________

Back to top
View user's profile Send private message Visit poster's website
kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Aug 03, 2013 7:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Im sitting with plenty of coke and chips waiting for the next flame war to begin. thank you for bringing me so much fun nimostar!!!!!!!!!111

_________________
Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

Last edited by kenosis on Sat Aug 03, 2013 10:58 am; edited 1 time in total

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account Yahoo Messenger Account
RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Aug 03, 2013 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Me too, and now we have clear evidence as to who (again) started it.

LKO is just pointing out the flaws, sometimes there are many flaws, sometimes none. But that's not his fault, as he just reviews other people's work.

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [29 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2160s ][ Queries: 16 (0.0135s) ][ Debug on ]