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I'd just killed another genestealer in exactly the same way but this time I didn't move first.___________________________________________
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FATAL ERROR in
action number 1
of Mouse Event for Right Pressed
for object alien:
Unable to find any instance for object index '103219' name '<undefined>'
at gml_Script_canmeleeattackalien
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_canmeleeattackalien (line 0)
gml_Object_alien_Mouse_5
All the BAs had already left the same way without a problem.___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object mousecursor:
Unable to find any instance for object index '117152' name '<undefined>'
at gml_Object_mousecursor_Draw_0
############################################################################################
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No I mean it starts that marines turn. I think anything about from performing an actual action should commit that marine to starting their turn. That would be really handy.LurchBrick wrote:It would be very handy if you could click on the fire buttons with tarantulas and las cannons to show what they can target without starting their turn - You can already do this. After pressing the lascannon or tarantula fire buttons, just right click.
I thought all of them. I'm fairly sure the missile launcher doesn't. I'll keep a watch on this and let you know.LurchBrick wrote:After the camera has followed a projectile in would be good if it moved back to the shooter - This should already happen. Which weapons does this not happen for?
LurchBrick wrote:Destroyable objects that take more than 3 to destroy. - This value has now increased to 8.
As long as they get a targetter if the other bolters have them?LurchBrick wrote:Out of ammo event - if a heavy weapon has a targetter equipped, the targetter is now removed.
Awesome!LurchBrick wrote:When Dreadnaughts attack, their combat dice will now be displayed on the screen separately so that you can see the weapon die results.
The Tarantula & Lascannon will now correctly target all squares that the marine has LOS to.
New Open all/Close all options added for Master controls.
Within the mission editor, the board popup menu will now give you 3 more options for dealing with doors on that board - Open all doors, Close all doors and Remove all doors.
Lure of chaos highlighting the UM commander. - Yes, the Commander will get highlighted if there are no other regular marines left on the board. The Commander automatically resists the lure, no roll is made for this.
Aliens can now move through unmanned tarantulas.
Sorry I can't. Like I said I recreated that mission expecting that I wouldn't be able to edit it but I can. I deleted the old one first.LurchBrick wrote:Can play mission but can't edit it due to error - I think I know where the error is but I'll need the mission file to check it out, so can you please upload it for me?
If the plasmagun marine is out of sight how can he be blocking the missile launcher?LurchBrick wrote:Blip reveal bug - This is an interesting one. The plasma marine is definitely out of sight so the android has been revealed because the IF missile launcher marine can see him through the IF plasma marine. However the LOS, for firing, from the android to the missile launcher marine is blocked due to the plasma marine being in the way. Not sure how to resolve this one but I'll look into it.
I just noticed it on my lightning strike mission (the door's open) and thought it might cause a problem with a different map layout.LurchBrick wrote:Tarantula starting in corridor - With my testing, the only reason the gunner is outside the corridor is due to the open door. If this is different in your case, please let me know. If you close all those doors, you'll see that the Tarantula marine starts on the corridor.
Really awesome! I loved that. Move it, man tarantula, revenge!LurchBrick wrote:Fire tarantula on same turn as you man it unless tarantula has moved - This is how it works in the next update.
Keep going!LurchBrick wrote:Combiweapon button - Pressing this button no longer starts the Commander's turn.
I just tried it again twice and the screen goes white. The first time in switched to windows mode and the second time it stayed full screen.LurchBrick wrote:Create a mission with the same name as an existing one crashes game - I can't replicate this. Every time I type in a mission name that is the same as an existing one, a warning message appears asking if I want to overwrite it.
Cool, but I think it would be better as separate option.LurchBrick wrote:Whenever you select extra marines, you will now be able to select 5 Bolters.
Okay, but not being to start their turn until they actually do something would be a lot better.LurchBrick wrote:Please could you change it so that only performing an action starts that marines turn? - It sounds like the issue is getting the camera back to the marine that fired. If that's the case, then instead of clicking on another marine, you already have the ability to recentre the view on the current marine by clicking the right mouse button.
Hell yes! I think I'll call it New Frontier. The hardest mission by far is factory power supply. That why I toned it down a bit with the reinforcement placements. It's the one before the last one. I think it's the only mission I've actually failed, although I have been very lucky a couple of times. If the last one is failed there's going to be Return To Factory Power Supply mission that's even harder before you can try the last one again.LurchBrick wrote:I had a quick look at some of your missions and they look quite challenging. Once you've finished them all, I'll add them in as an extra campaign.
A new campaign with a cool name like that really deserves to be an expansion with say, dark angels, prototype androids, chaos marines with assault cannons and las cannons and a choice of weapons for chaos commanders, or at least an option to have a power axe and bolt pistol to reverse the dice and make him more different from the missile launcher marine, and that's what the blip picture shows anyway.LurchBrick wrote:Reinforcements for 3 squad game showing 32 gretchin, 4 androids and 3 dreadnaughts - Can you please send me this mission.

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I tried starting a single mission and that worked.___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Left Released
for object chapterchoice:
Push :: Execution Error - Variable Get 100044.currentchapter(100039, -2147483648)
at gml_Script_chapterchoiceleftrelease
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_chapterchoiceleftrelease (line 0)
gml_Object_chapterchoice_Mouse_7
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Another habbit from the old cpu game, it let you do that.LurchBrick wrote:If you attack a dreadnaught diagonally but you're directly adjacent to it the dreadnaught doesn't lose a dice. - That's because the marine isn't attacking the Dread diagonally.
I've always thought that you should be able to shoot between two figures standing diagonally adjacent to each other, it's simpler. I play that way in HQ as well but I think I'm in the minority on that. I think if a plasmagun can fire between them then all the weapons should.LurchBrick wrote:If the plasmagun marine is out of sight how can he be blocking the missile launcher? The LOS for firing is drawn from the centre of the square the marine is (+ or - a few pixels). However the marine takes up the whole square and blocks LOS past that square. So when the LOS is drawn to the plasma marine, the wall blocks it from the alien's view. When the LOS is drawn from the alien to the missile marine, it runs through the plasma marine and is therefore blocked. Marines need to block LOS this way otherwise you could have aliens firing down a corridor between 2 marines. As the example in the diagram below hopefully shows, the alien (A)
could fire at marine 3 (M3) if the marines (M2 and M1) did not block LOS for the whole square.
M1 M3
A M2
Just the prototype androids, chaos commander with a power axe and bolt pistol to make him more different from the missile launcher plus six life points and chaos marines with assault cannons and las cannons would be great additions for the campaign if they're not too much of a pain to put in. The chaos marines would be better with seven man squads to match the marines but two of the bolters could be replaced if not.LurchBrick wrote:I like you ideas about additional elements but once again the issue is the time to add them in. I'm happy to add mods to the main game where possible.
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