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PostPosted: Fri Jun 01, 2012 6:40 am 
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Joined: Sun Jul 31, 2011 9:55 pm
Posts: 1406
Name says it all, the various destroyable walls throughout Megaman.
Image
Image
Image
MM9's Wily2 Laser Trident Blocks
Image
R&F2's Barrier Wind walls in different sizes
Image
MM6's Power Adapter Blocks
Image
The Tomahawk one that blocked off the room Protoman gave the energy balancer.
Image

Those are just the textures for all of them.

For R&F2 I made 4 different size ones for different applications. (namely room height) They are an 8 x 32, 8 x 64, 8 x 96 and an 8 x 128.

Here is the code to get them to only be destroyed by weapons able to in games.
Below factors in weapons not in vanilla, add/remove/move as you see fit to match the one you wish to make. As such you may want to remove all weapons not in vanilla to save space or add weapons from PU or Classes.
Warning: Custom weapons will do damage to these due to undefined by the actor.
Spoiler:
Code:
actor <ObjectName> ####
{
+SOLID
+SHOOTABLE
+FORCEYBILLBOARD
+NOBLOOD
+DONTBLAST
scale 2.5
height 80
Radius 16
Health 100
Reactiontime 35
mass 99999
painchance 256
Damagefactor "ThunderBeam", 100.0
Damagefactor "CrashBomb", 100.0
Damagefactor "AtomicFire3", 100.0
Damagefactor "HardKnuckle", 100.0
Damagefactor "DrillBomb", 100.0
Damagefactor "ChargeKick", 100.0
Damagefactor "FlameBlast", 100.0
Damagefactor "AstroCrush", 100.0
Damagefactor "LaserTrident", 100.0
Damagefactor "CommandoMissile", 100.0
Damagefactor "SpreadDrill", 100.0
Damagefactor "BarrierWind", 100.0
Damagefactor "ForteCyclone", 100.0
Damagefactor "NuclearDetonator", 100.0
Damagefactor "BreakDash", 100.0
Damagefactor "ProtoBuster", 0.0
Damagefactor "Buster", 0.0
Damagefactor "Duofist1", 0.0
Damagefactor "Duofist2", 0.0
Damagefactor "Duofist3", 0.0
Damagefactor "RollingCutter", 0.0
Damagefactor "SuperArm", 0.0
Damagefactor "IceSlasher", 0.0
Damagefactor "HyperBomb", 0.0
Damagefactor "FireStorm", 0.0
Damagefactor "FireSpin", 0.0
Damagefactor "OilSlider", 0.0
Damagefactor "TimeSlow", 0.0
Damagefactor "MetalBlade", 0.0
Damagefactor "AirShooter", 0.0
Damagefactor "AtomicFire1", 0.0
Damagefactor "AtomicFire2", 0.0
Damagefactor "BubbleLead", 0.0
Damagefactor "QuickBoomerang", 0.0
Damagefactor "LeafShield", 0.0
Damagefactor "NeedleCannon", 0.0
Damagefactor "MagnetMissile", 0.0
Damagefactor "GeminiLaser", 0.0
Damagefactor "TopSpin", 0.0
Damagefactor "SearchSnake", 0.0
Damagefactor "SparkShock", 0.0
Damagefactor "ShadowBlade", 0.0
Damagefactor "FlashStopper", 0.0
Damagefactor "RainFlush", 0.0
Damagefactor "PharaohShot1", 0.0
Damagefactor "PharaohShot2", 0.0
Damagefactor "PharaohShot3", 0.0
Damagefactor "PharaohHold", 0.0
Damagefactor "RingBoomerang", 0.0
Damagefactor "DustCrusher", 0.0
Damagefactor "DiveMissile", 0.0
Damagefactor "GravityHold", 0.0
Damagefactor "WaterWave", 0.0
Damagefactor "PowerStone", 0.0
Damagefactor "GyroAttack", 0.0
Damagefactor "StarCrash", 0.0
Damagefactor "NapalmBomb", 0.0
Damagefactor "CrystalEye", 0.0
Damagefactor "CrystalEyeBit", 0.0
Damagefactor "BlizzardAttack", 0.0
Damagefactor "CentaurFlash", 0.0
Damagefactor "KnightCrush", 0.0
Damagefactor "SilverTomahawk", 0.0
Damagefactor "Windstorm", 0.0
Damagefactor "YamatoSpear", 0.0
Damagefactor "FreezeCracker", 0.0
Damagefactor "FreezeCrackerBit", 0.0
Damagefactor "JunkShield", 0.0
Damagefactor "DangerWrap", 0.0
Damagefactor "ThunderBolt", 0.0
Damagefactor "WildCoil", 0.0
Damagefactor "WildCoil2", 0.0
Damagefactor "SlashClaw", 0.0
Damagefactor "NoiseCrush1", 0.0
Damagefactor "NoiseCrush2", 0.0
Damagefactor "ScorchWheel", 0.0
Damagefactor "Megaball", 0.0
Damagefactor "FlameSword", 0.0
Damagefactor "FlameSwordSpark", 0.0
Damagefactor "FlashBomb", 0.0
Damagefactor "HomingSniper", 0.0
Damagefactor "IceWave", 0.0
Damagefactor "ThunderClaw", 0.0
Damagefactor "TornadoHold", 0.0
Damagefactor "WaterBalloon", 0.0
Damagefactor "MirrorBuster", 0.0
Damagefactor "MirrorBuster1", 0.0
Damagefactor "MirrorBuster2", 0.0
Damagefactor "ScrewCrusher", 0.0
Damagefactor "BalladeCracker", 0.0
Damagefactor "Sakugarne", 0.0
Damagefactor "CentaurArrow", 0.0
Damagefactor "PharaohWave", 0.0
Damagefactor "WaveBurner", 0.0
Damagefactor "MagicCard", 0.0
Damagefactor "RemoteMine", 0.0
Damagefactor "TenguBlade", 0.0
Damagefactor "CopyVision", 0.0
Damagefactor "IceWall", 0.0
Damagefactor "LightningStrike", 0.0
Damagefactor "ForceField", 0.0
Damagefactor "SonicWave", 0.0
Damagefactor "BitCannon", 0.0
Damagefactor "SharkBoomerang", 0.0
Damagefactor "WaterShooter", 0.0
Damagefactor "BladeLauncher", 0.0
Damagefactor "OilStream", 0.0
Damagefactor "TorchArm", 0.0
Damagefactor "GrabBuster", 0.0
Damagefactor "BubbleBomb", 0.0
Damagefactor "PhotonTorpedo", 0.0
Damagefactor "SaltWater", 0.0
Damagefactor "DeepDigger", 0.0
Damagefactor "ElectricSpark", 0.0
Damagefactor "BlackHole", 0.0
Damagefactor "SparkChaser", 0.0
Damagefactor "ConcreteShot", 0.0
Damagefactor "BlackHoleBomb", 0.0
Damagefactor "JewelSatillite", 0.0
Damagefactor "PlugBall", 0.0
Damagefactor "TornadoBlow", 0.0
Damagefactor "MagmaBazooka", 0.0
Damagefactor "HornetChaser", 0.0
Damagefactor "TripleBlade", 0.0
Damagefactor "ReboundStriker", 0.0
Damagefactor "ThunderWool", 0.0
Damagefactor "WaterShield", 0.0
Damagefactor "SolarBlazer", 0.0
Damagefactor "ChillSpike", 0.0
Damagefactor "WheelCutter", 0.0
Damagefactor "RockVulcan", 0.0
Damagefactor "ForteVulcan", 0.0
Damagefactor "DopplerCrash", 0.0
Damagefactor "DoppleAttack", 0.0
Damagefactor "FlameMixer", 0.0
Damagefactor "FlameShower", 0.0
States
{
Spawn:
<code> A 1
loop
Pain.Breakablewall:
Pain.DrillBomb:
Pain.CrashBomb:
Pain.HardKnuckle:
pain.ThunderBeam:
pain.AstroCrush:
pain.LaserTrident:
pain.CommandoMissile:
pain.SpreadDrill:
<code> A 0 DamageThing(100)
Pain:
<code> A 0 A_SpawnItem("PainFX",0,3)
Goto Spawn
Death:
<code> A 0
<code> A 0 A_Stop
<code> A 0 A_SpawnItemEx("<actorname>Respawner")
<code> A 0 A_ChangeFlag("SHOOTABLE", 0)
<code> A 0 A_ChangeFlag("SOLID", 0)
stop
}
}

actor <actorname>Respawner
{
+NOCLIP
scale 2.5
States
{
Spawn:
TNT1 A 175
TFOG A 3
TFOG BC 2
TNT1 A 1 A_SpawnItemEx("<actorname>")
stop
}
}


This should work with all vanilla weapons. Also will see about making versions that are just compatible with their game's weapon too.

This code is set up for use with the 16x32 walls. Edit the height and radius to 32x32 for use with rocks. Change height and radius to match other walls as well.

Also textured step versions.
Image
Add +NOGRAVITY to both the wall and the respawner so they don't fall to the ground. For use like bridges and stairs.

I scripted Mothraya from Megaman 4 into an actor that can fly around the map to be used as decor.
http://www.mediafire.com/download.php?0x4j8numoxm281c
Spoiler:
Image Actual size may vary, he is in the skybox but at a far enough distance he seems like he is close. So thats a good idea of how big he is.

How to use:
Spoiler:
Open your map in slade, open his wad in slade, copy all the stuff from his wad into your map and vioala, he is in your decorate section.
He will automaticly start moving East on your map until he bumps into a impassible wall, so use those to keep him in place. He functions like a gutslift so use the same command and put the same script into your map but add a spawn3 and a spawn4.
Code:
script 2 (int which)
{
if(which==0){
SetActorState(ActivatorTID(), "Spawn2");
}
if(which==1){
SetActorState(ActivatorTID(), "Spawn");
}
if(which==2){
SetActorState(ActivatorTID(), "Spawn3");
}
if(which==3){
SetActorState(ActivatorTID(), "Spawn4");
}
}

Make a linedef that uses action 226 set to script 2 that activates when a monster walks over and is repeatable.
Argument 0 will make him go west, 1 will go east, 2 will go north and 3 will go south.

Feel free to edit him in any way.


Last edited by fortegigasgospel on Sat Jan 19, 2013 1:08 am, edited 14 times in total.

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PostPosted: Fri Jun 01, 2012 6:47 am 
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Joined: Sun Mar 18, 2012 5:49 am
Posts: 458
Location: The Hils... It's wide, cool and safe. It also serves free coffee cheesecake, want one? Just kidding.
This will be awesome. I have 1 question: Will the destroyable walls be in the form of a 3d block or a 2d texture?


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PostPosted: Fri Jun 01, 2012 6:54 am 
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Posts: 1406
Hilman170499 wrote:
This will be awesome. I have 1 question: Will the destroyable walls be in the form of a 3d block or a 2d texture?

2D, they work like the oil canisters in PU's Oilman, but don't do damage.


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PostPosted: Fri Jun 01, 2012 12:59 pm 
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Posts: 891
Location: [4:38:28 PM] Reisen Udonge Inaba: Ask Udonge - The Huggable Pillow.
I've been wondering if this was possible for a long time actually, and now I know the answer. Thanks!

*Goes to shove the coding somewhere*

...Err, where do we put the coding, exactly?


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PostPosted: Fri Jun 01, 2012 3:34 pm 
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Joined: Sun Jul 31, 2011 9:55 pm
Posts: 1406
I could explain it, but here's a screenie instead.
Spoiler:
Image


Also forwarning, many many MANY things will still do damage to them using the provided code (many attacks don't use there own damage factors and need to be defined in the decorate)
Here is a list of the vanilla to get those not damaging the blocks
Spoiler:
Code:
actor Gutrock2 : Gutrock replaces Gutrock
{
damagetype "Guts"
}

actor GutrockDebris2 : GutrockDebris replaces GutrockDebris
{
Damagetype "Guts"
}

actor Hyperbomb2 : Hyperbomb replaces Hyperbomb
{
damagetype "Bomb"
}

actor Metalblade2 : Metalblade replaces Metalblade
{
damagetype "Metal"
}

//actor Airshot4 : Airshot replaces Airshot
//{
//damagetype "Air"
//}

actor BubbleLead2 : BubbleLead replaces BubbleLead
{
damagetype "Bubble"
}

actor Leafshield5 : Leafshield replaces Leafshield
{
damagetype "Leaf"
}

actor Searchsnake2 : Searchsnake replaces Searchsnake
{
damagetype "Snake"
}

actor Shadowblade2 : Shadowblade replaces Shadowblade
{
damagetype "Shadow"
}

actor ShadowBladeReturn2 : ShadowBladeReturn replaces ShadowBladeReturn
{
damagetype "Shadow"
}

actor Rainflush2 : Rainflush replaces Rainflush
{
damagetype "Toad"
}

//actor Dustbit5 : Dustbit replaces Dustbit
//{
//damagetype "Dustbit"
//}

actor Powerstone2 : Powerstone replaces Powerstone
{
damagetype "Stone"
}

//actor Gyroattack3 : Gyroattack replaces Gyroattack
//{
//damagetype "Gyro"
//}

actor StarCrash5 : StarCrash replaces StarCrash
{
damagetype "Star2"
}

actor NapalmBomb2 : NapalmBomb replaces NapalmBomb
{
damagetype "Napalm"
}

actor SilverTomahawk2 : SilverTomahawk replaces SilverTomahawk
{
damagetype "Tomahawk"
}

actor JunkProjectile3 : JunkProjectile replaces JunkProjectile
{
damagetype "Junk2"
}

actor WrapExplosion2 : WrapExplosion replaces WrapExplosion
{
damagetype "Wrap"
}

actor NoiseCrush3 : NoiseCrush replaces NoiseCrush
{
damagetype "Noise"
}

//actor NoiseCrush4 : NoiseCrush4 replaces NoiseCrush2
//{
//damagetype "Noise2"
//}

//actor Protoshot4 : Protoshot4 replaces Protoshot3
//{
//damagetype "Protocharge"
//}

actor SakugarneCrush2 : SakugarneCrush replaces SakugarneCrush
{
damagetype "Sakugarne"
}


For some reason, Dive Missile, Magnet Missile and Pharaoh Shot's charge shot still do damage to the walls.
Also the ones with // in front will be ignored since I can't get those attacks to work right.
Sakugarne also seems to still damage them, as does the orbiting Junk Shield.

I left Mirror Buster able to do damage due to all the different damages.

If someone can figure out how to get the remaining weapons to not damage these it would be a big help

Lastly, add
Code:
Damagefactor "Star2", 0.0
to the list with the other Damagefactors, that will make the shoot do no damage to them.

Edit: The walls can't be stacked, if you want to use them to block something (like how in Oil the canisters are blocking Flame Blast) make the ceiling less then 64 units above the wall.

Edit Edit: Added a line to the OP stating that the code is made for the MM2/I/3/4/III/6/10/V/DOS walls, change the radius and height for the others.


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PostPosted: Fri Jun 01, 2012 3:43 pm 
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MM8BDM MM8 Contributor (1)
I remember I made destroyable walls for "Rural Post". Except I used 0 height sectors and invisible shootable actors.
It's good to see more people is making maps with destroyable blocks.


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PostPosted: Fri Jun 01, 2012 3:50 pm 
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Location: The Hils... It's wide, cool and safe. It also serves free coffee cheesecake, want one? Just kidding.
Speaking of maps with destroyable blocks, will there be a map pack dedicated to this project?


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PostPosted: Fri Jun 01, 2012 3:56 pm 
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Laggy Blazko wrote:
I remember I made destroyable walls for "Rural Post". Except I used 0 height sectors and invisible shootable actors.
It's good to see more people is making maps with destroyable blocks.

I haven't actually used them in a map yet (though they are decor in one I'm making). I'm putting these together for people to use if they want to though. Adds a bit more stuff people can put into there map.

Hilman170499 wrote:
Speaking of maps with destroyable blocks, will there be a map pack dedicated to this project?

As of currently, I'm not dedicating a map to it, I made them by editing the Oil Canisters in PU's Oil's stage and with Gummy's help on a bit of code for an "psudo easter egg" in a map I'm making which has some World III textures in it. I'm sharing the code and got all the textures together for others who would like to use them in there own maps. Once I have all the weapons working correctly I intend to put them all into wads and/or zips for people to just add via Doom Builder and Slade/Slumped so they have all the stuff already added and the codes already defined so nothing gets overlapped.

Also credit goes to Gummywormz for helping me figure some stuff out about it, like the replacing the damagefactors for weapons.


Also also, added MM9's to OP
Image


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PostPosted: Fri Jun 01, 2012 4:07 pm 
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Location: *cool shades*
That's actually really neat. I've been wondering if these could be included.

Maybe we could use these for Volt Man's map or something.

Question, though: Where's the Sat one from? Is that Saturn?


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PostPosted: Fri Jun 01, 2012 4:15 pm 
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Star Dood wrote:
That's actually really neat. I've been wondering if these could be included.

Maybe we could use these for Volt Man's map or something.

Question, though: Where's the Sat one from? Is that Saturn?

I organized them by game, "Sat" is "Wily Satellite" from MM10. Notice its the exact same as the one from Blade's stage just different color and upside down.

The WStar is the Wily Star from V.

Also the gray MM4 one isn't actually from the game, I just recolored it.
Also the World IV one will need some color so it looks better. (Yes its all one block, it alternated between them. Also was only seen in the Wily Station)


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