CnC Source Forums: Gaming Update #25 | Completed: Concrete Wall - CnC Source Forums

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Gaming Update #25 | Completed: Concrete Wall

#21 User is offline   Golan 

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Posted 12 October 2008 - 08:53 AM

The Gate logic doesn´t work anymore. Still, I guess gates could easily be simulated by using ReplaceSelf to switch between open/closed gates or alternatively by spawning a dummy barricade like the Riflemen do when building their foxholes.
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#22 User is offline   Havoc 

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Posted 19 October 2008 - 10:15 AM

Really walls are awsome they could keep out a commando as they cannot destroy concrete walls right? so then would have to go around hence less area to defend from infantry or am I wrong in this idea? Gates were also one of the sweeter things in the game who didnt enjoy making right awsome bases in TS? i did they wouold be rihgt cool looking bases too haha i always had so much fun in that game :) and with the laser fenses maybe they couold get upgrades for the hubs? just an idea? right becuase then it would kind of even it out the fact that your wall can attack back with mounted weapons right? and then there might be different type of wall mounts like for tanks and for infantry etc.. man i cant wait to design games ...

This post has been edited by Havoc: 19 October 2008 - 10:30 AM

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#23 User is offline   Nyerguds 

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Posted 08 January 2009 - 05:05 AM

View PostHavoc, on Oct 19 2008, 06:15 PM, said:

Really walls are awsome they could keep out a commando as they cannot destroy concrete walls right?

That is, unnless you knew that little awesome trick to make infantry walk over corners in walls... :P
(there's a reason the corners of all existing campaign bases in C&C1 are fortified with an extra wall piece :D )
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#24 User is offline   Havoc 

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Posted 12 January 2009 - 06:38 AM

haha nice :)
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