Search found 533 matches

by haravikk
Sat Oct 23, 2004 12:20 pm
Forum: General Discussion
Topic: How can I translate Myth II to chinese?
Replies: 9
Views: 2598

I know there was a Japanese version of Myth 2 way back when, I have no idea where you would get it now though.
by haravikk
Fri Oct 22, 2004 12:35 pm
Forum: General Discussion
Topic: What kind of music do you like?
Replies: 25
Views: 5332

Rock and Metal - Tool, A Perfect Circle, Metallica, Iron Maiden, Rammstein (could be classed as part Techno) Punk and Ska - Reel Big Fish, Goldfinger Classical - Carmina Burana O' Fortuna, Toccata and Fugue in D Minor and lots of other things which make me sound like I have lots of classical knowle...
by haravikk
Mon Oct 18, 2004 1:24 pm
Forum: Map Making Support
Topic: ghost scripting problem
Replies: 3
Views: 1589

Data containers are just for making things easier if you have a lot of script affecting common groups of units. However, it is also extremely useful if you use a Geometry filter to test for units, you can put them in an empty action and have other actions which require the results point to the data...
by haravikk
Tue Oct 12, 2004 11:17 am
Forum: Map Making Support
Topic: Attack Mystery - short range attack behaves strange
Replies: 3
Views: 1547

Run sequences can be used in two different ways: First is ambient life, units with the 'Deer' script chosen in their tag will run away when units come near. The 'Charge' ability. If you are using Fear 1.5 for Windows then you should have a new set of options which allow you to specify the unit as h...
by haravikk
Tue Oct 05, 2004 3:40 pm
Forum: General Discussion
Topic: Daddy got a new Signature! - My Signature says it all
Replies: 19
Views: 4163

There has yet to be a signature that even comes close to being greater than mine and you all know it!
by haravikk
Thu Sep 23, 2004 3:54 pm
Forum: Map Making Support
Topic: ? about fire
Replies: 4
Views: 1886

Skrew sounds roughly as though he's got it :P Myth can only have one fire effect that 'spreads' dependent upon terrain set alight and so-on, this always uses the collection 'internal effect fire' (and 'internal effect smoke'). However, you can create the illusion of another type of fire by creating...
by haravikk
Thu Sep 23, 2004 3:49 pm
Forum: Map Making Support
Topic: Making a Map "Tourney Capable" - Couple of questions
Replies: 9
Views: 3114

Just move the units or objects a touch? If you set-up a team so it's trow/ghôls are closer to the flag than the other team's then they would get there quicker/slower as required. Or nudge the flag around a bit if it isn't required to be where it is
by haravikk
Mon Sep 20, 2004 7:15 am
Forum: General Discussion
Topic: OS X play and threadedness - If I'm gonna have two processors ...
Replies: 6
Views: 1328

Myth 2 runs great on old g3 machines, on a dual processor g4 it should run without lagging at all (except if you play a game with a poor host). Dual processor macs are great for image processing if you're into that, and people who I know who have them say they are much more competitive than single ...
by haravikk
Sat Sep 18, 2004 7:04 am
Forum: Map Making Support
Topic: ? about fire
Replies: 4
Views: 1886

How do you mean change the size? You can change the size graphically by going into Local Projectile Groups and opening "internal effect fire" and changing the value for scale (it's on the left hand side). If you mean actually change how fire spreads then unfortunately that is defined by e...
by haravikk
Fri Sep 17, 2004 3:28 pm
Forum: Map Making Support
Topic: anyone know of a terries reinforcement map?
Replies: 4
Views: 1820

Well, you need to use monster spawning to create the extra units, and even with spawning there is a limit to the numbers of units. So you could easily have it more along the lines of every time you kill all the enemies around a flag (wether repelling an attack or capturing) you get X of your dead u...
by haravikk
Wed Sep 08, 2004 7:32 am
Forum: Map Making Support
Topic: Some Crazy Cannonball Craziness - WHAT THE HELL!
Replies: 3
Views: 1639

You can also try checking the 'Cannot be accelerated' checkbox on the main projectile tag screen.

Also, if the projectile is set-up to remain after detonation and has a velocity setting for it's detonation then this will affect objects as well.
by haravikk
Wed Sep 01, 2004 3:25 pm
Forum: Map Making Support
Topic: Catching Script - can it be done?
Replies: 7
Views: 2772

You want to delete the projectile? Giving it to the unit should work with the script I suggested, however deleting it may depends upon how you do it. The header option in GEOM's is intended for detecting a type of projectile, regardless of it's being present to begin with or not. Try sticking the d...
by haravikk
Wed Sep 01, 2004 3:21 pm
Forum: Map Making Support
Topic: Archer arrows sequence - How do you do....
Replies: 10
Views: 4044

You need to make sure that the plain background for the arrow bitmap is the transparent colour (the third colour in your colour table). Once you have the power of two dimensions and the transparent background the image should appear as type 'RAW' in the bitmap list, it can now be selected as a text...
by haravikk
Sat Aug 28, 2004 10:01 am
Forum: Map Making Support
Topic: Catching Script - can it be done?
Replies: 7
Views: 2772

That would require a Geometry Filter set-up to test within a radius of the unit for the given projectile type and then on success do what you want it to. The parameters you will require off the top of my head: cemo (monster_identifier) - the monster to test, only works for one monster or the first ...
by haravikk
Sat Aug 21, 2004 1:56 pm
Forum: Map Making Support
Topic: Wierd Effects
Replies: 2
Views: 1547

Create a unit control and have it trigger whenever you require it (if the units are there from the start and you want them to be ghosts right from then setting it to 'initially active' will do just fine. Add the 'Monsters' option and select all the units you want to be ghosts. Then add the 'Ghost v...