Advanced Search

Author Topic: FGG Actors: Destroyable Walls, Mothraya, Runes  (Read 24802 times)

0 Members and 1 Guest are viewing this topic.

June 01, 2012, 06:40:18 AM
Read 24802 times

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
FGG Actors: Destroyable Walls, Mothraya, Runes
« on: June 01, 2012, 06:40:18 AM »
Name says it all.
-=Destroyable Walls=- Edit within
(click to show/hide)

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.
(click to show/hide)

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=-

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
(click to show/hide)
How to use:
(click to show/hide)
Feel free to edit him in any way.

-=Working Rune Replacements based on the Megaman and Bass and Megaman 8 power ups=-
http://www.mediafire.com/download/ibgcru74d3sk0bo/FGGRunes.pk3
(click to show/hide)
Note that some of them are different then Best Maps ever did.
Left to right are
Rapid Part/Spread Rune (same as BME) > Guard Power Up/Resistance Rune (lower damage taken) > Shooting Part/Rage Rune > Spare Body/Prosperity Rune (max health up) > Damage Absorber/Drain Rune > High Speed Dash/Haste Rune > Jump Booster (actually the spike guard)/High Jump Rune > Super Armor/Reflection Rune > Auto Recover/Regeneration Rune > Cost Attack/Strength Rune (increase damage you do).
I did my own versions as apposed to BME, though I think those may look better still.
I also tried 8biting (color, not limit) the MM&B shop items, as well as the MM8 ones (poorly), and ripped the MM9/10 ones with M&B style versions.

I skipped Bass' Spare Body, Rush, Eddie and Beat.

June 01, 2012, 06:47:49 AM
Reply #1

Offline Hilman170499

  • MM8BDM Extender

  • BLUE FOR DAYS!!!
  • **
  • Date Registered: March 18, 2012, 05:49:26 AM

    • View Profile
Re: FGG Destroyable Walls
« Reply #1 on: June 01, 2012, 06:47:49 AM »
This will be awesome. I have 1 question: Will the destroyable walls be in the form of a 3d block or a 2d texture?

June 01, 2012, 06:54:12 AM
Reply #2

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #2 on: June 01, 2012, 06:54:12 AM »
Quote from: "Hilman170499"
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.

June 01, 2012, 12:59:27 PM
Reply #3

Offline Jennifer

  • Standard Member

  • *Flaps arms*
  • Date Registered: October 31, 2010, 03:59:53 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #3 on: June 01, 2012, 12:59:27 PM »
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?

June 01, 2012, 03:34:01 PM
Reply #4

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #4 on: June 01, 2012, 03:34:01 PM »
I could explain it, but here's a screenie instead.
(click to show/hide)

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
(click to show/hide)

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: [Select]
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.

June 01, 2012, 03:43:48 PM
Reply #5

Offline Laggy Blazko

  • MM8BDM Extender

  • Unf
  • **
  • Date Registered: April 01, 2011, 02:08:23 AM

    • View Profile
Re: FGG Destroyable Walls
« Reply #5 on: June 01, 2012, 03:43:48 PM »
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.

June 01, 2012, 03:50:43 PM
Reply #6

Offline Hilman170499

  • MM8BDM Extender

  • BLUE FOR DAYS!!!
  • **
  • Date Registered: March 18, 2012, 05:49:26 AM

    • View Profile
Re: FGG Destroyable Walls
« Reply #6 on: June 01, 2012, 03:50:43 PM »
Speaking of maps with destroyable blocks, will there be a map pack dedicated to this project?

June 01, 2012, 03:56:19 PM
Reply #7

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #7 on: June 01, 2012, 03:56:19 PM »
Quote from: "Laggy Blazko"
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.

Quote from: "Hilman170499"
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

June 01, 2012, 04:07:03 PM
Reply #8

Offline Magnet Dood

  • MM8BDM MM8 Contributor

  • Rockman 5- Blues' Trap!?
  • *****
  • Date Registered: April 19, 2011, 08:13:37 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #8 on: June 01, 2012, 04:07:03 PM »
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?

June 01, 2012, 04:15:20 PM
Reply #9

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #9 on: June 01, 2012, 04:15:20 PM »
Quote from: "Star Dood"
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)

June 01, 2012, 04:17:59 PM
Reply #10

Offline GameAndWatcher

  • Standard Member

  • Gosh!
  • Date Registered: April 03, 2011, 05:44:04 AM

    • View Profile
Re: FGG Destroyable Walls
« Reply #10 on: June 01, 2012, 04:17:59 PM »
What about the ones in MM6 that broke to Power Adaptor?

June 01, 2012, 04:23:28 PM
Reply #11

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #11 on: June 01, 2012, 04:23:28 PM »
Quote from: "Game&Watcher"
What about the ones in MM6 that broke to Power Adaptor?
I thought about them, but Power Adaptor is classes only, also there are a lot of then, so I left them out. I could add them later.

Oh right, that reminds me, Super Adapter charge damages these also.

Edit: Here they are for you since you asked about them.


Possibly will open up MM8FC later and get the Ice Blocks and Spike Vines out of there which will cover every game.

June 01, 2012, 04:45:10 PM
Reply #12

Offline Magnet Dood

  • MM8BDM MM8 Contributor

  • Rockman 5- Blues' Trap!?
  • *****
  • Date Registered: April 19, 2011, 08:13:37 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #12 on: June 01, 2012, 04:45:10 PM »
*coughmm7cough*

I forgot if there were destroyable walls in there... even though there was the Scorch Wheel tree in Slash Man.

June 01, 2012, 05:39:58 PM
Reply #13

Offline fortegigasgospel

  • MM8BDM Extender
  • **
  • Date Registered: July 31, 2011, 09:55:05 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #13 on: June 01, 2012, 05:39:58 PM »
Quote from: "Star Dood"
*coughmm7cough*

I forgot if there were destroyable walls in there... even though there was the Scorch Wheel tree in Slash Man.
MM5, 7, and II had no destroyable walls. And the trees in Slash don't count.  Also those are already textures and would be pointless as "destroyable walls"

Meanwhile

The King one isn't the best, I used the NES Pallete and looked for colors close to what it was in M&B (yes, there was one spot in King's castle that had one of these)

That should about cover all of them.

June 01, 2012, 07:01:51 PM
Reply #14

Offline BiscuitSlash

  • MM8BDM Extender
  • *
  • Date Registered: November 20, 2010, 12:49:25 PM

    • View Profile
Re: FGG Destroyable Walls
« Reply #14 on: June 01, 2012, 07:01:51 PM »
You could probably do the RM&F2 ones if you can figure out stuff such as what colour to use. They're destroyed by Barrier Wind/Forte Cyclone, but I don't think any other series weapon could act like that weapon to destroy it.