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1
W.I.P Forum / Re: Expand8bdm system
« Last post by JaxOf7 on Today at 10:37:41 AM »
An update from v5c to v5d... and with it, loadouts!
Unfortunately, loadouts mean a change in weapon definition format, so had to update those...

Updated Files
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdm-v5d-b1.pk3

(Test files
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdmaddfirebuster3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdmaddicebuster3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandweaponaddcircuitbreaker2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandweaponaddnitroblast2.pk3
)

Content files
https://allfearthesentinel.net/zandronum/download.php?file=expwep-inspiretroid-b2.pk3 (Weapons have their names when switched to)
https://allfearthesentinel.net/zandronum/download.php?file=expwep-mmrf-b2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expwep-mmu-b3.pk3 ("Arsenel" -> "Arsenal")
https://allfearthesentinel.net/zandronum/download.php?file=expwep-rnc-b4.pk3

old files
2
Looks like Ultra Instinct Knight Man has found a rival, heh.
3
MM8BDM Discussion / Re: Mega Man 8-Bit Deathmatch v5d Music Code List
« Last post by BigRockerEnding on December 18, 2018, 08:04:58 PM »
Can now confirm

RBNZAINT is now officially called "Your World, Our World"
4
Pending / [Bug] Noise Crush
« Last post by JaxOf7 on December 18, 2018, 12:08:43 PM »


2 issues.

1. Glow color can stick on deselect. Likely cause it's calling a color change from it and the new weapon on the same tic. Just have a deselect delay.

2. Catching Noise Crush gives WeaponCharge. You can get this with another charge weapon so it gets WeaponCharge and thus charges slightly quicker. It's not a big deal, but it's a thing and it is weird. NoiseCrushWep itself can still use WeaponCharge, just have catching noise crush give an intermediary item.

(3. Glow return to normal happens slightly later on Fire2. Just seems like a good idea.)

NoiseCrush.txt
Code: [Select]
actor NoiseCrushWep : BaseMM8BDMWep 10083
{
//$Category MM8BDM-Weapons
//$Title Noise Crush
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Inventory.Pickupmessage "$PU_NOISECRUSH"
Obituary "$OB_NOISECRUSH"
Tag "$TAG_NOISECRUSH"
weapon.ammotype "NoiseCrushAmmo"
inventory.icon "NCRUSI"
States
{
Spawn:
WEA3 J 1
loop
Ready:
NCRU I 0 ACS_ExecuteAlways(998,0,55)
NCRU I 0 A_JumpIfInventory("NoiseCrushCaught",1,"ChargeStart")
NCRU I 1 A_WeaponReady
Goto Ready+1
ChargeStart:
NCRU L 0 A_GiveInventory("WeaponCharge",1)
NCRU L 0 A_GunFlash("Sound.BusterCharge", GFF_NOEXTCHANGE)
Charged:
NCRU L 0 ACS_ExecuteAlways(991,0,72)
NCRU M 1 A_WeaponReady
NCRU L 0 ACS_ExecuteAlways(991,0,73)
NCRU N 1 A_WeaponReady
NCRU I 0 ACS_ExecuteAlways(991,0,55)
NCRU I 1 A_WeaponReady
loop
Deselect:
TNT1 A 0 A_JumpIfInventory("WeaponCharge",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
NCRU I 1 A_Lower
goto Deselect+1
NCRU I 2 A_TakeInventory("WeaponCharge",999)
goto Deselect+1
Select:
TNT1 A 0 A_TakeInventory("NoiseCrushCaught",999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
NCRU I 1 A_Raise
Loop
Fire:
NCRU I 0 A_JumpIfInventory("WeaponCharge",1,"Fire2")
NCRU I 0 A_JumpIfNoAmmo("NoAmmo")
NCRU I 0 ACS_ExecuteAlways(998,0,55,1)
Goto Fire1
Fire1:
NCRU I 0 A_PlaySoundEx("weapon/noisecrush1","Weapon")
NCRU I 0 A_FireCustomMissile("NoiseCrush",0,1,8,0)
NCRU JK 5
NCRU I 10
NCRU I 0 A_Refire
Goto Ready+1
Fire2:
NCRU I 0 A_PlaySoundEx("weapon/noisecrush2", "Weapon")
NCRU I 0 A_StopSoundEx("SoundSlot5")
NCRU I 0 A_FireCustomMissile("NoiseCrush2",0,0,8,0)
NCRU I 0 A_TakeInventory("NoiseCrushAmmo", 4,TIF_NOTAKEINFINITE)
NCRU I 0 A_TakeInventory("WeaponCharge",999)
NCRU I 0 A_TakeInventory("NoiseCrushCaught",999)
//NCRU I 0 ACS_ExecuteAlways(991,0,55)
//NCRU JK 5
NCRU J 1
NCRU J 1 ACS_ExecuteAlways(991,0,55)
NCRU J 3
NCRU K 5
NCRU I 25
NCRU I 0 A_Refire
Goto Ready+1
NoAmmo:
NCRU I 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor NoiseCrushAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}


actor NoiseCrush
{
PROJECTILE
Radius 5
Height 5
scale 2.5
damage (20)
damagetype "NoiseCrush1"
Obituary "$OB_NOISECRUSH"
speed 25
+FORCEXYBILLBOARD
+HEXENBOUNCE
+CANBOUNCEWATER
BounceFactor 1.0
bouncecount 2
reactiontime 150
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
Goto Look
Look:
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
loop
Give:
TNT1 A 2 A_GiveToTarget("NoiseCrushCaught",1)
stop
}
}

actor NoiseCrush2
{
PROJECTILE
Radius 20
Height 10
scale 2.5
damage (65)
damagetype "NoiseCrush2"
Obituary "$OB_NOISECRUSH"
+FORCEXYBILLBOARD
speed 40
reactiontime 150
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail5",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail6",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail7",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail8",0,0,0,0,0,0,0)
loop
}
}

actor NoiseCrushTrail1
{
+NOINTERACTION
+NOGRAVITY
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
-SOLID
scale 2.5
height 0
radius 0
States
{
Spawn:
NCRU D 5
stop
}
}

actor NoiseCrushTrail2 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU C 5
stop
}
}

actor NoiseCrushTrail3 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU B 5
stop
}
}

actor NoiseCrushTrail4 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU A 5
stop
}
}

actor NoiseCrushTrail5 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU H 8
stop
}
}

actor NoiseCrushTrail6 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU G 8
stop
}
}

actor NoiseCrushTrail7 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU F 8
stop
}
}

actor NoiseCrushTrail8 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU E 8
stop
}
}

actor NoiseCrushCaught : Inventory
{
inventory.amount 1
inventory.maxamount 1
}
5
Projects & Creative / Re: New Megaman Robots
« Last post by Ruzma on December 17, 2018, 08:17:41 PM »
Ok, thanks! This'll allow me to evaluate your level.
6
Projects & Creative / Re: New Megaman Robots
« Last post by Beam on December 16, 2018, 11:00:09 PM »
Well, here is a mod that contains some classes that I create for the game. all are my own skins except one that is Miku's skin. All the rest was done by me. I hope you like it and whoever

https://www.mediafire.com/file/n7x7g6fb82op589/MegaClases-v1.zip/file
7
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2.75)
« Last post by Dix on December 16, 2018, 06:50:54 PM »
Really, all I am looking for is the Axl sprite sheet.
8
Projects & Creative / Re: New Megaman Robots
« Last post by Ruzma on December 16, 2018, 08:30:49 AM »
Right.
...
Um, would it be alright if you showed your previous works? Just so I can see what you can do. As in, any potential finished skins and sprites you've worked on, if that's alright!
9
Projects & Creative / Re: New Megaman Robots
« Last post by Beam on December 15, 2018, 11:56:33 PM »
I do not know either ... you could ask someone to know how the options of putting images and those things work
10
Projects & Creative / Re: New Megaman Robots
« Last post by Ruzma on December 15, 2018, 10:59:26 PM »
Right. Hey, also, if it turns out I really can't sprite him well enough, I'll need to send you a pic of a drawing of him, right? How do I do that exactly, I was wondering.
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