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Author Topic: MM8BDM v5 - Altfires and Charge weapons  (Read 9654 times)

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June 28, 2016, 07:28:09 PM
Reply #15

Offline CutmanMike

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Re: MM8BDM v5 - Altfires and Charge weapons
« Reply #15 on: June 28, 2016, 07:28:09 PM »
Very well. Add it to the "until Zand 3.0 comes around" list for now.

July 02, 2016, 02:54:28 AM
Reply #16

Offline JaxOf7

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Re: MM8BDM v5 - Altfires and Charge weapons
« Reply #16 on: July 02, 2016, 02:54:28 AM »
http://allfearthesentinel.net/download?file=altrapidfire3po.pk3
Wanted to get an idea for how this would work, so I coded it for 3.0 myself. (3.0 requires editing your mm8bdmv4c.pk3 btw)
Includes all the charge weapons, plus a few weapons you wouldn't expect such as Drill Bomb and Scorch Wheel.

Also kind of hope weapons like Gyro Attack and Spread Drill will follow the Drill Bomb scheme as I consider that scheme to have the most control in general. Especially with this feature.

August 07, 2016, 11:30:37 PM
Reply #17

Offline Superjustinbros

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Re: MM8BDM v5 - Altfires and Charge weapons
« Reply #17 on: August 07, 2016, 11:30:37 PM »
Sorry to give this a bump, but I was thinking Altfire could be used to cancel/deactivate Sakugarne without having to switch to another weapon.

September 10, 2016, 08:22:44 PM
Reply #18

Offline andreasaspenberg

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Re: MM8BDM v5 - Altfires and Charge weapons
« Reply #18 on: September 10, 2016, 08:22:44 PM »
it could also be used to fire the regular buster. (i am playing with a player that is really bad at switching weapons so it would really help that player keep fighting when out of ammo).

September 12, 2016, 04:45:37 PM
Reply #19

Offline CutmanMike

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Re: MM8BDM v5 - Altfires and Charge weapons
« Reply #19 on: September 12, 2016, 04:45:37 PM »
This is now done and ready to test online. The following weapons have special altfire interactions:

Gyro Attack - Altfire fires normal Gyro Attack projectiles that do not split. Firing with regular fire again splits them.
Copy Vision - Fires the regular buster and does not redirect your Copy.
Sakugarne - You can cancel the bouncing with altfire (currently not while during a big jump).
Remote Mine - Detonation rules changed (pending feedback).

Every other weapon acts as if you were mashing the fire button.

it could also be used to fire the regular buster. (i am playing with a player that is really bad at switching weapons so it would really help that player keep fighting when out of ammo).

Sorry but this removes some of the strategy in MM8BDM! Press 1 on your keyboard (by default) to select your buster.

September 13, 2016, 12:55:48 AM
Reply #20

Offline NES Boy

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Re: MM8BDM v5 - Altfires and Charge weapons
« Reply #20 on: September 13, 2016, 12:55:48 AM »
I have another use for altfire: we could bring back Dr. Light's stage advice from the pre-V3A builds. Just press altfire while highlighting a particular stage to have Dr. Light talk about it.