Double posting oopsie, but for Michael712 I have the R&F2 ones textures. 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. Also added to op.
Also I have made the MI Drill one's but for now I'm going to withhold those, also they are fully scripted.
If you REALLY want I'll do Stone's breakable rocks also, though they will be hard to tell the difference.
You forgot the destroyable wall in Tomahawk Man's stage that you destroy to get to Proto Man, who gives you the energy balancer.
Thank you for saying that, the "Wily Outside" one is that block had forgotten about it so I thought it was from the Wily stages.
Also Stone and Dark Man ones Each block is 16x16
Also new addition I'll be adding code for soon. These ones will need a +NOGRAVITY added to them so they don't automatically fall to the floor and can be used specifically as steps that can be destroyed. Also remember to put a +NOGRAVITY on the respawner for these too. Use these as bridges and stairs.
Lastly, I do want to say I will NOT be adding the explosive boxes from M&B because Korby has them in Burner Man's stage already in the demo for that expansion. And I don't want to ask for permission for them. Same goes for the Oil Canisters in Oil Man's stage in PU.
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.
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.
Updated the code for destroyable walls/rocks/etc in the first post to match new V3 damagefactors. Also added MM9, 10, &B, &B2, DOS, DOS3 and MMV, Centaur Arrow and Pharaoh Wave weapons to code as done in similarity to V3. Obviously will be edited as added to various things to match them. MI, RNC, and other Hack expansion weapons may be added after releases. Gummy's, Uki's, PU, and other weapon packs may be added in time.
Here is the code if you don't want to go to the OP to get it.
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