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Messages - CrusaderDeleters

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You can create a Variable. When the 250ms timer ticks, it checks the variable. If the Variable is 1, it spawns Set A and then adds one. If 2, Spawns Set B then adds one. If 3, Spawns Set C then subtracts 2.
This is probably the simplest way to get the Spawners to work.

Technical Support / Re: can't join coop
« on: November 17, 2014, 02:09:05 PM »
Make sure you are using the internal IP of the host (ipgonfig /all) not the external IP (given in game) seen here:

I had to do this to play with a buddy in-house.
Another trick is to port-forward. But it takes people who kind of know what they're doing to do that.

Technical Support / Re: Hosting error
« on: November 12, 2014, 03:03:47 PM »
What the "Host error: Socket Address already in use." means, is that the port (Routers use ports in order to direct signals to certain computers and programs), is already being used by another program. If you haven't, unplug your router (and modem if you have one), to clear the cache. Also try to make sure that other programs aren't using said port. And are both of you hosting at the same time, or are you hosting, and your friends conencting?

Resources / Re: [Mod] Easy Secrets
« on: November 08, 2014, 02:59:00 AM »
Remembering all of the secrets aren't so hard in the game, but some of the breakable walls in Acts 2, 3, and 4 were a pain to find sometimes.

Hammerwatch Discussion / Re: Three possible features for the next patch
« on: November 08, 2014, 02:54:47 AM »
Local co-op online
That's not how networking works.
Local co-op is either router-level or computer-level. As in, it connects from your computer, to a router, to another computer, or you both play on the same computer. Online is from Computer, to router, to DNS, to another router in whereever, to computer.

Hammerwatch Discussion / Re: A Separate General disscussion board?
« on: November 08, 2014, 02:16:46 AM »
Some people don't like IRCs for whatever reason. Also, some people who are new to the internet can't get them to work. When I first encountered them, they didn't like me. But I was on Dial-up at the time, and there were other issues.

Edit: After being the IRC for around 2 days, its not really a place where people can chat. I mean, unless its only active when I'm asleep, it is dead. ShiftyBOT is the only one who ever says anything, and he only said stuff because I started talking first. A shout box isn't actually a bad idea, because then if there's anyone online on the forums they'll see it, and can say something. The forums also won't show idlers as being online unless they do something on the website every 15 minutes or so.
Sadly because nobody comes in in the first place. :c Half the time I'm not in anymore, because I forget to start Chatzilla again after Firefox crashes (The new updates worsened it).

Hammerwatch Discussion / Re: A Separate General disscussion board?
« on: October 27, 2014, 10:43:07 PM »
Dai Tou Zai: We DO have an IRC where you can chill and chat. :) (, #hammerwatch)

Resources / Re: [Tool] HWMod - Modify Hammerwatch on a whole new level
« on: October 19, 2014, 08:12:36 PM »
Bringing Hammerwatch to a whole new level? Nah. To a whole new Hammer. Or Watch, whichever you prefer.
Damn somebody beat me to the bad joke  :'(
It's what I do! :D

Resources / Re: [Tool] HWMod - Modify Hammerwatch on a whole new level
« on: October 19, 2014, 05:24:12 PM »
Bringing Hammerwatch to a whole new level? Nah. To a whole new Hammer. Or Watch, whichever you prefer.

Editor Discussion / Re: Multiplayer Spawn locations
« on: October 17, 2014, 02:59:42 PM »
CrusaderDeleters, how would you do that?  I know you could get them to each walk to a different point before starting but can't figure out how you'd do the teleporting.
Honestly, I was working on that earlier. I haven't got anywhere, but I'll tell ya if I found anything.
There's no way, sadly. I honestly swore I saw something like that somewhere. Guess that's something to tell Hipshot/Myran about. ;)
But what you could do, is hide everything nearby in sight, make them go into a 4-way forked corridor, and spawn everything in when they're all in the corridors.

If there is hammerwatch 2, would it be possible to transfer some old custom maps over easily?
No details were given except for that, unfortunately. I'm not even too sure if it's just a quick "Oh, I'll make a HW2", without any planning.

Technical Support / Re: Bought on GoG but didn't download newest version.
« on: October 14, 2014, 12:23:35 AM »
If you want to force an update, you can delete local content and reinstall. If you're worried about the saves, Navigate to "C:\Program Files (x86)\Steam\steamapps\common\Hammerwatch", and then copy the "saves" folder to your desktop. After reinstallation, Rerun the game, close it, and put the saves folder back.

Hammerwatch 2 will include that. ;) Also confirmed by Hipshot.

Hammerwatch Discussion / Re: Hammerwatch has no Hammers
« on: October 12, 2014, 10:08:19 PM »
*sigh* more work for me!

While we are at the topic of hammers and watches, maybe this guy needs to be included somewhere

Might give me a reason to go back to Act 3. Seriously, that place is too lack luster for me, and I try to go through it as fast as possible. A lot of these guys would be fun to deal with. Maybe even some lamps... *glares at Pixar*

Resources / Re: Need some help, not sure how to do this.
« on: October 12, 2014, 09:41:16 PM »
Thanks for your help guys, i use MSPaint but when i code them into the game its not transparent, so i guess i need to use GIMP or something like that... gives you a really awesome MSPaint-like paint program. Sacrifices the Powerful aspects of GIMP and Photoshop for the simplistic capabilities of MSPaint. I find it easier that way.

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