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Author Topic: FGG Actors: Destroyable Walls, Mothraya, Runes  (Read 24813 times)

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December 02, 2013, 07:46:52 AM
Reply #30

Offline Megaman94

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #30 on: December 02, 2013, 07:46:52 AM »
I want to use the breakable walls in my map pack.
How do you put the breakable walls in the wad? I can't figure it out....

December 02, 2013, 07:07:46 PM
Reply #31

Offline fortegigasgospel

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #31 on: December 02, 2013, 07:07:46 PM »
Quote from: "Megaman94"
I want to use the breakable walls in my map pack.
How do you put the breakable walls in the wad? I can't figure it out....
You need to put a PNG of the one you wish to use it. Make sure this PNG is between two blank lumps call SS_START and SS_END and name it something with 4 letters followed by A0 such as if you are using the Guts rock maybe use "SPARA0"
Next you need a lump called DECORATE and add this to it as text
(click to show/hide)

Fill in the the spots that have <actorname> with what you wanna use for the name and <code> with the 4 letters you picked earlier as well as the #s with the actor number, remember to make the last one unique.
Remember the code is preset to hopefully work with all Weapons, and homing weapons use a factor that will ignore the damage.

Edit: Oh yes, if you wish to make them not hug the ground, add a +NOGRAVITY with the other + things.

December 02, 2013, 09:58:33 PM
Reply #32

Offline Megaman94

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #32 on: December 02, 2013, 09:58:33 PM »
ok this is what I got....

The PNG file is called HEATA0

(click to show/hide)

EDIT: When I open doom builder, I don't see it  :?

December 14, 2013, 02:18:09 AM
Reply #33

Offline Goomba98

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #33 on: December 14, 2013, 02:18:09 AM »
You spelled Rockn Vulcan wrong. No really, it has an N.

December 14, 2013, 05:31:11 AM
Reply #34

Offline fortegigasgospel

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #34 on: December 14, 2013, 05:31:11 AM »
That was recently changed then on the wiki cause I never saw the N before. As it is currently an unneeded piece of code though thank you for the information, updated.

December 19, 2013, 11:37:07 AM
Reply #35

Offline Goomba98

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #35 on: December 19, 2013, 11:37:07 AM »
Homing weapons have a bug in them that they go through non-player actors. That's why they do damage (or maybe they just show the pain effect, haven't tried them out).
Also, I remember there being a black ice block in MM&B. (Unless that's the red King block.)

December 19, 2013, 09:12:34 PM
Reply #36

Offline fortegigasgospel

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #36 on: December 19, 2013, 09:12:34 PM »
Quote from: "Goomba98"
Homing weapons have a bug in them that they go through non-player actors. That's why they do damage (or maybe they just show the pain effect, haven't tried them out).
Also, I remember there being a black ice block in MM&B. (Unless that's the red King block.)
No only the ones in Cold and Kind, unless Astro had something, don't remember. Probably minor if at all, and easy to fix.
As for homing weapons, yes, they will always deal damage to the walls (heavily I may add), there is nothing I can do about that as of currently.

December 19, 2013, 09:53:14 PM
Reply #37

Offline GameAndWatcher

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #37 on: December 19, 2013, 09:53:14 PM »
Quote from: "fortegigasgospel"
Quote from: "Goomba98"
Homing weapons have a bug in them that they go through non-player actors. That's why they do damage (or maybe they just show the pain effect, haven't tried them out).
Also, I remember there being a black ice block in MM&B. (Unless that's the red King block.)
No only the ones in Cold and Kind, unless Astro had something, don't remember. Probably minor if at all, and easy to fix.
As for homing weapons, yes, they will always deal damage to the walls (heavily I may add), there is nothing I can do about that as of currently.
Actually, Burnerman's stage had those dark gray ones.

January 18, 2014, 02:41:26 AM
Reply #38

Offline Megaman94

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #38 on: January 18, 2014, 02:41:26 AM »
Hey, I finally got that heat man wall to appear.
I just had to click "reload resources" in doom builder.

June 27, 2014, 04:32:07 PM
Reply #39

Offline fortegigasgospel

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #39 on: June 27, 2014, 04:32:07 PM »
Updated the code for the destroyable walls with the damage types of new weapons. Also left in the 4MI weapons as well cause, whatever.

June 27, 2014, 08:35:25 PM
Reply #40

Offline fortegigasgospel

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #40 on: June 27, 2014, 08:35:25 PM »
Hotfix, got every weapon set up right for the destroyable walls, even those pesky homing weapons don't damage it anymore.
Anything that's damagetype is NOT defined will not damage these, so if you make a weapon that should break the walls, make sure it uses a damagetype, and add it to the wall (or ask me about it, I'll put it in)

August 27, 2014, 04:12:17 AM
Reply #41

Offline fortegigasgospel

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #41 on: August 27, 2014, 04:12:17 AM »
Ok thanks to Ivory's comment over in Knux's DM topic
Quote from: "Ivory"
but DamageFactor Normal stops/allows all damage from occurring.
I have looked more into
Code: [Select]
Damagefactor "Normal", 0.0and discovered that it isn't only preventing the factor allowing the homing weapons to damage the walls (and insta kill them), it in fact handles any damage factor NOT listed in the script.

What does this mean for the destroyable walls? Well one could eliminate the massive wall of text within the decorate of the walls.

In the days to come I will likely be making 2 files to use that will include the fully scripted walls, one file will feature all the walls vulnerable to all the damage times that destroyed them in their original games, the second file will include all the walls ONLY able to be damaged by the one that destroyed them in their own game.

If you are a weapon creator, and you have a weapon you wish to destroy the walls (and uses a unique damage factor) please tell me before hand, and I will add them where appropriate.

Remember Damagefactor "Normal" will effect every form of damage not listed in the file, 0.0 is no damage, 100.0 is 100% of the object's HP and will insta kill it. Spread Drill is set that each level does a different amount of damage for an example.

April 20, 2016, 11:12:40 PM
Reply #42

Offline fortegigasgospel

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #42 on: April 20, 2016, 11:12:40 PM »
This is my thread, so I can necrobump it. Never was able to do the thing from above post, having each one eventually started causing issues for some reason. But the code exists and is rather easy to modify to your needs. The future weapon ones may or may not work with them, I will update the codes when the time comes. Same with DOS Reborn, and any other expansion adding weapons (based on what weapons SHOULD destroy them as the Damagefactor "Normal", 0.0 line eliminates the need of having weapons who's damage types are not needed to harm them)
Now for the update.
Made the Powered Up ones, and moved everything into 1 image.
(click to show/hide)
Also added applicable ones to the step image.

April 24, 2016, 10:45:50 PM
Reply #43

Offline fortegigasgospel

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Re: FGG Actors: Destroyable Walls, Mothraya, Runes
« Reply #43 on: April 24, 2016, 10:45:50 PM »
Hotfix time, seems I missed 2 from Megaman 10, the one in Solar and the one in Wily 2. So I added them. Also fixed the rotation direction of the step variants so the light will be on the top left like it should be.
(click to show/hide)