Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: CutmanMike on January 06, 2011, 09:32:27 PM

Title: MM8BDM official Weapon Template (v5d)
Post by: CutmanMike on January 06, 2011, 09:32:27 PM
Due to the complex way weapons are coded, it's no surprise that there are hardly (seriously, none) any weapon mods showing up. A tutorial would have humongous to write, so instead I decided to create a weapon template. This file includes 2 new weapons, a buster weapon and a throwing weapon. The first example is well documented, explaining every element of the code. The example also includes all the other necessary bits and bobs to make the weapon work properly in MM8BDM.

I do have to warn you, this is a lot harder than mapping mostly due to the way things are implemented in Skulltag. If you have a passion for game development, and the patience of a statue, this template may be the doorway to finally having brand new weapons in MM8BDM. I hope it helps.

From the readme:

Code: [Select]
****************************************************
MM8BDM WEAPON TEMPLATE v5 - For use with MM8BDM v5d!
****************************************************

http://zdoom.org/wiki/Main_Page - Code reference

---------------
Introduction
---------------

Welcome to the MM8BDM weapon example! First I'd like to apologise for how awkward it is to implement new weapons into
MM8BDM. This is due to many things. The way I've coded things, and the way Skulltag handles certain lumps.
This example is designed to briefly explain the DECORATE weapon code, give you an idea of the PK3 structure and
(hopefully) make things easier when it comes to making your own weapons for MM8BDM.

To test this example, to see that it's working, just open the MM8BDM launcher and hit "add file". Run the game
and use "Give All" to acquire your new toys!

When things are getting stressful, just remember that the I had to follow these steps for every weapon in the game...

Good luck!

--CutmanMike
---------------
Procedure
---------------

Here's some steps to follow when starting out with a new weapon. You don't have to follow this order, but it's the
way I've been doing it for the past year. (ed - More like 10 years)

1. Adding the sprites (sprites folder) and sounds (sounds folder).
   - For sprites, don't forget those offsets and PNG transparency!
   - Define the HUD sprites in the TEXTURES.HUDS file.
   
2. Coding the weapon itself (see actors/newweapon.txt). There are two examples here that may help.
3. Including the newly coded weapon in the main DECORATE lump.
4. At this point you should be able to at least test the weapon. Test until you're happy with the results.
   - To run, use the add file button on the launcher under single play.
   - You may get some console errors. If the game doesn't bomb with an error message, you can test it! Use the Give All cheat.

6. Define the weapon's icon in the TEXTURES.ICONS file.
7. Define the weapon's energy bar graphics in the TEXTURES.BARS file.
8. Adding BOTH vertical and newly coded horizontal bar graphics to SBARINFO (see SBARINFO.H.txt).
   - This file will need to be updated new weapons are added to MM8BDM!
   
9. Editing the COLORS.acs lump to add color translations (palette swaps).
   - Again when MM8BDM gets new weapons this will have to be updated too.
   - This is the most complicated section. Read the notes thoroughly.
   - DON'T FORGET TO COMPILE THIS LUMP! In SLADE, right click and hit compile!
10. Editing the WEPACS.acs lump to add LMS data and energy item pickups.
   
11. Edit the weapon definition to add the new color translation you just created in COLORS.acs.
12. Final test. Don't forget the following:
   - Make sure energy items and W tanks work.
   - Make sure M Tanks work (use "give MTank" to test this).
   - Make sure your colors are correct (check the mirror in Roll's room or use chasecam).
   - Make sure the energy bar is displayed for BOTH HUDs (use + and - to toggle the horizontal HUD).
   - Make sure the weapon's icon is displayed under/next to the energy bar.
   
13. If you've made it this far, congratulations! Take your new creation online for balance testing and robot blasting!

---------------
Notes
---------------

* When MM8BDM is updated, you WILL have to update your weapon pk3 file. If you do not, the new weapons in MM8BDM will
  fail to work correctly, if the game even starts.
* Because of the way SBARINFO works, you CANNOT mix and match weapon pk3 files. Do not attempt to launch the game with
  more than one pk3 that includes new weapons.
* HOWEVER to counter this, you caoveralln merge the pk3's by copying over the code and implementing it into a single pk3 file.
  Be sure to have the weapon author's permission before you do this if you wish to distribute the file afterwords.
* If you're stuck with ANY of the code, the ZDoom wiki is the place to go. The link is at the top of this file!
* Still stuck? We don't blame you. Go to the cutstuff.net forums and post in the editing forum!
* Made a rad weapon? Sweet! Please help others out if you can!
 
Good luck, and thank you for trying to expand MM8BDM's growing collection of user content!

Donate if you love me!

~ CutmanMike 2011 - http://cutstuff.net

Update Notes:
Korby updated for v2, but he's mostly just copy and pasting.
Lego updated for v3, again he also pasted in stuff.
Lego again for v4a, added information of recoloring buster HUDs and also copy pasting stuff.
Balrog updated for v5d, updated overall tutorial to be more useful for v5 and the Year of Our Lord Two-thousand and Nineteen.

https://files.catbox.moe/cvov9n.zip (https://files.catbox.moe/cvov9n.zip)
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Ivory on January 06, 2011, 09:50:38 PM
Well. When you called it the awsum weapon, it is infact awesome. A solid tutorial for new comers, good job.

Though, Freeze Cracker is still missing from the M-Tank List  ;)
Title: Re: MM8BDM official Weapon Template (v1)
Post by: CutmanMike on January 06, 2011, 10:19:09 PM
arg!
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Korby on January 06, 2011, 10:24:15 PM
(click to show/hide)
Nevermind, it's canceled out because of another thing.

Great job, Cutman! Be prepared for thirty thousand craptacular weapons and few awesome ones :>
Title: Re: MM8BDM official Weapon Template (v1)
Post by: CutmanMike on January 06, 2011, 10:26:16 PM
Kinda the same thing as notes 2 and 3 at the bottom of the read me.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on January 06, 2011, 10:28:12 PM
What's the highest value that the color set variable can have? 'cause you can suggest them to start from the highest value possible (255, 65535, 4294967295 or higher?) to prevent conflicting with MM8BDM's V2
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TERRORsphere on January 06, 2011, 10:48:53 PM
Can't you code the W-tank so that it gives you a few large weapon energies?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: CutmanMike on January 06, 2011, 11:01:55 PM
Quote from: "tsukiyomaru0"
What's the highest value that the color set variable can have? 'cause you can suggest them to start from the highest value possible (255, 65535, 4294967295 or higher?) to prevent conflicting with MM8BDM's V2

256 I believe. 100 should be enough to not cause conflicts.

Quote from: "DoomThroughDoom"
Can't you code the W-tank so that it gives you a few large weapon energies?

That would be the obvious choice and I think I did try it and something went wrong... I hope. I actually want to try it now just to make sure....
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TERRORsphere on January 06, 2011, 11:12:53 PM
Quote from: "CutmanMike"
Quote from: "DoomThroughDoom"
Can't you code the W-tank so that it gives you a few large weapon energies?

That would be the obvious choice and I think I did try it and something went wrong... I hope. I actually want to try it now just to make sure....
Maybe you would make another actor that is almost identical to the current weapon energy, only this one is invisible and has a much smaller radius (and gives more ammo), it also disappears after 1 second (just incase lag in involved and the health doesn't spawn in the player)
Title: Re: MM8BDM official Weapon Template (v1)
Post by: KillerChair on January 07, 2011, 01:00:24 AM
I am sooo not going to make weapons  :mrgreen:
Mapping takes enough time for me. Cool that you posted a template for those that would do it though. ;)
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on January 07, 2011, 01:21:13 AM
Quote from: "CutmanMike"
Quote from: "tsukiyomaru0"
What's the highest value that the color set variable can have? 'cause you can suggest them to start from the highest value possible (255, 65535, 4294967295 or higher?) to prevent conflicting with MM8BDM's V2

256 I believe. 100 should be enough to not cause conflicts.
If 0 is an acceptable value, then the highest may be 255... Hm... Try testing that out. Still, starting from the last variable is always better (I had sad experiences with variables in RPG Maker once, lol)
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Max on January 07, 2011, 07:57:29 AM
I pity the fool who didn't know all this already!

I didn't know half of it
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Disco on January 07, 2011, 10:47:29 AM
Whoa, really awesome of you to take the time to do this for us, Cutman
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TheBladeRoden on January 07, 2011, 06:19:08 PM
Thanks for this
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Korby on January 07, 2011, 08:13:39 PM
Quick question. Because the v2 weapons are already defined in WCOLORS, do we still have to update that when the game hits v2?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Jennifer on January 07, 2011, 10:08:29 PM
I had an Idea this morning while getting ready for school.What if we Made the Rush jet and Rush coil Weapons,Like in the Original games? The Pallate Is already done (super adapter/proto buster Pallate) And it would be Cool to watch rush appear infront of you and Bounce you up to a super adapter.Wouldn't it be cool?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Ashley on January 08, 2011, 01:54:16 AM
I can tell that this is all going to go horribly wrong when we hear complaints about why their weapons won't work, or how unbalanced they are, or about that they made too crappy of weapons... (They being anyone in general)

Prepare your keyboards!
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Korby on January 08, 2011, 02:31:09 AM
Well, they'll need to either activate cheats on their servers or make a map for their weapons, and if the map is low quality....

Meanwhile, I'm still working on the OoS Slingshot. I should be finished soon.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Blaze Yeager on January 08, 2011, 02:59:03 AM
How can you make a weapon fire in three directions at the same time

Cause i kinda want to try and code Triple Blade or Magma Bazooka
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Korby on January 08, 2011, 03:33:35 AM
Easy. First, you probably could have looked at airshooter.

Second, just spawn three projectiles that are spawned in different locations and also fly in different directions.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Blaze Yeager on January 08, 2011, 11:42:45 AM
Thanks Korb,it shall help me out greatly
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Max on January 08, 2011, 11:58:02 AM
A tip to all!

Don't release expansion weapons, we already have enough pre-expansion skins like Splash Woman and Spring Man.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: CutmanMike on January 08, 2011, 03:03:36 PM
Quote from: "Korby"
Quick question. Because the v2 weapons are already defined in WCOLORS, do we still have to update that when the game hits v2?

The V2 weapons aren't present in the weapon template, so yes
Title: Re: MM8BDM official Weapon Template (v1)
Post by: FCx on January 15, 2011, 06:37:40 AM
I'm experimenting with the template (I'm trying to do "Homing Sniper" from Megaman 8), but I need "acc.exe" to compile WCOLOURS. Where can I get it?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Ivory on January 15, 2011, 06:52:37 AM
Doom Builder 2 has it, just link slumped/slade3 to it in the options.
In the case you don't have Doom Builder 2, you can download it here (http://www.zdoom.org/files/utils/acc/acc150win.zip).
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Lio on January 15, 2011, 07:05:14 AM
You can download it from ZDoom's website (http://zdoom.org/Download) too if you don't have time to download Doom Builder or you don't have the .Net Framework DB needs to install. Place it anywhere you want and link it to your editor like Ivory said.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: FCx on January 15, 2011, 07:41:39 AM
Quote from: "Ivory"
Doom Builder 2 has it, just link slumped/slade3 to it in the options.
In the case you don't have Doom Builder 2, you can download it here (http://www.zdoom.org/files/utils/acc/acc150win.zip).
Quote from: "Lio"
You can download it from ZDoom's website (http://zdoom.org/Download) too if you don't have time to download Doom Builder or you don't have the .Net Framework DB needs to install. Place it anywhere you want and link it to your editor like Ivory said.

Thanks you!!
Title: Re: MM8BDM official Weapon Template (v1)
Post by: SmashTheEchidna on January 17, 2011, 05:24:17 PM
You know, I'm probably just going to give up on this. I just can't see myself finishing this on time. :|
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TERRORsphere on January 17, 2011, 06:16:27 PM
Quote from: "SmashTheEchidna"
You know, I'm probably just going to give up on this. I just can't see myself finishing this on time. :|
I'm guessing you mean in time for Weapon Competiton #1. That doesn't really matter, what matters is that more people start making weapons.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Korby on January 17, 2011, 06:19:28 PM
As long as the weapons aren't horrible clones, I agree.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Solar Equinox on January 20, 2011, 10:26:17 PM
Call me derp but what do you use for to edit weapons with the template.
An image editor, is there a web page I managed to miss,or both?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Ivory on January 20, 2011, 10:39:25 PM
SlumpEd (http://slumped.mancubus.net/index.php?page=downloads)
or
Slade3 (http://slade.mancubus.net/index.php?page=downloads)

Your choice. Most people use SlumpEd due to it being still widely used, but it's obsolete with Slade3 being the most up to date editor. I'd recommend Slade3, as it probably will overtake SlumpEd at some point. And they are both similar enough as it is.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Sonix the NMH on January 23, 2011, 05:26:12 AM
ugh i tried to make sprites the transparency fails [even though i erased 50 times] i tried to do the other things but it just wastes my time...and it is tiring and annoying to go through the whole process.now i know how cutmanmike feels.ill try making a weapon again tommarow...and something simpler [instead of a sonic spin dash]...if i can think of any...
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on January 23, 2011, 02:07:04 PM
Quote from: "Sonix the NMH"
ugh i tried to make sprites the transparency fails [even though i erased 50 times] i tried to do the other things but it just wastes my time...and it is tiring and annoying to go through the whole process.now i know how cutmanmike feels.ill try making a weapon again tommarow...and something simpler [instead of a sonic spin dash]...if i can think of any...
Use different programs to add transparency, save as indexed colors instead of RGB Colors w/ Alpha...
Title: Re: MM8BDM official Weapon Template (v1)
Post by: ice on January 27, 2011, 07:23:31 AM
I tried to make a new weapon, but unfortunatly, making the color change is borderline impossable for me.

I had the colors and stuff perfect but it didnt work, then I remembered I have to compile it, the I clicked compile acs it said choose a program, I didnt know what to choose so I chose skulltag, (obviousely I did something VERY wrong) it said select DOOM directory although I dont have doom so it says, "compile acs failed" and now I cant choose any other program to test it

can anyone here help me remedy this idiotic mistake

I'm using sLumped
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on January 27, 2011, 04:48:54 PM
Quote from: "ice"
I tried to make a new weapon, but unfortunatly, making the color change is borderline impossable for me.

I had the colors and stuff perfect but it didnt work, then I remembered I have to compile it, the I clicked compile acs it said choose a program, I didnt know what to choose so I chose skulltag, (obviousely I did something VERY wrong) it said select DOOM directory although I dont have doom so it says, "compile acs failed" and now I cant choose any other program to test it

can anyone here help me remedy this idiotic mistake

I'm using sLumped
You have to select the directory where the ACS COMPILER is installed. you can get it in Zdoom Wiki, i think.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: ice on January 27, 2011, 07:13:23 PM
Quote from: "tsukiyomaru0"
[You have to select the directory where the ACS COMPILER is installed. you can get it in Zdoom Wiki, i think.

I have one now, but is it even possable to change the filepath anymore to even use it? Ive tried almost everything and I'm about one more hour from ripping my hair out out of frustrsation
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on January 27, 2011, 07:54:43 PM
Quote from: "ice"
Quote from: "tsukiyomaru0"
[You have to select the directory where the ACS COMPILER is installed. you can get it in Zdoom Wiki, i think.

I have one now, but is it even possable to change the filepath anymore to even use it? Ive tried almost everything and I'm about one more hour from ripping my hair out out of frustrsation

Menu File -> Options. Then set the new ACC directoiry
Title: Re: MM8BDM official Weapon Template (v1)
Post by: ice on January 27, 2011, 10:36:34 PM
found it, thanks
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on January 28, 2011, 05:55:35 PM
Dunno if I said this, but Cutmanmike should correct his info on "no aimming with SpawnItemEx". Here's a way to:

Quote from: "Zdoom Wiki A_SpawnItemEx article"
SXF_TRANSFERPITCH — Transfers the calling actor's pitch to the spawned actor. Note that this has no effect on the spawned actor's velocities. If you want the calling actor's pitch to be taken into account for the spawned actor's trajectory, use a formula such as this one: A_SpawnItemEx (<type>,cos(-pitch)*<Dist. from spawner>,<yoffset>,<zoffset>+(sin(-pitch)*<Dist. from spawner>),cos(-pitch)*<Projectile speed>,0,sin(-pitch)*<Projectile speed>,<angle>,<flags>,<chance>)
Title: Re: MM8BDM official Weapon Template (v1)
Post by: FCx on January 29, 2011, 03:39:29 PM
Quote from: "Ivory"
SlumpEd (http://slumped.mancubus.net/index.php?page=downloads)
or
Slade3 (http://slade.mancubus.net/index.php?page=downloads)

Your choice. Most people use SlumpEd due to it being still widely used, but it's obsolete with Slade3 being the most up to date editor. I'd recommend Slade3, as it probably will overtake SlumpEd at some point. And they are both similar enough as it is.
Slade3 doesn't work in my computer.
(click to show/hide)
What's up?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Korby on January 29, 2011, 04:52:20 PM
Google the .dll name and download it.

Works for me!
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on January 29, 2011, 05:45:31 PM
I think that, in the site, it states you need Visual Basic library or .NET. I don't remember.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Hallan Parva on January 31, 2011, 05:42:25 PM
Is there ANY way to make players with Skull Barrier take damage? ANY way at all?

I was going to make a weapon that always deals the same amount of damage, regardless of buffs, boosts, or shields. You know, to stop people from doing THIS during a match...

(http://i544.photobucket.com/albums/hh355/smashbroplusb/Screenshot_Doom_20110130_171106.png)

I swear, he had a continual Skull Barrier going for the entire round. :p
Title: Re: MM8BDM official Weapon Template (v1)
Post by: brawlman9876 on February 11, 2011, 12:35:11 AM
you know what, someone else make wheel cutter. Im having so much trouble XP oh well, im a spriter i guess!
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TheBladeRoden on February 11, 2011, 08:37:34 PM
Grr, why don't A_ChangeVelocity, A_ScaleVelocity, and A_SetAngle exist in skulltag?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on February 11, 2011, 09:40:16 PM
Quote from: "TheBladeRoden"
Grr, why don't A_ChangeVelocity, A_ScaleVelocity, and A_SetAngle exist in skulltag?
bug Skulltag staff about it... They might likely give an excuse and ignore it.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: CHAOS_FANTAZY on February 13, 2011, 06:11:50 PM
I'm working on building my own weapon right now, but Mr. Perfectionist likes to do things right the first time around.  My idea is a shield weapon that dissipates upon taking a hit that does 50 HP of damage or more...and since there really isn't a shield-based example for programming, I thought here would be a good place to ask about it.

-I'm kind of confused about compiling in general.  How does it work, and where do I need to compile to?
-Which shield would you recommend I look off of--just to see how they work--and how would I go about accessing it?

...Hmm...I know I have more questions than this, but I can't for the life of me remember what they were.  I guess I'll come back later.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on February 13, 2011, 09:15:26 PM
Quote from: "CHAOS_FANTAZY"
I'm working on building my own weapon right now, but Mr. Perfectionist likes to do things right the first time around.  My idea is a shield weapon that dissipates upon taking a hit that does 50 HP of damage or more...and since there really isn't a shield-based example for programming, I thought here would be a good place to ask about it.

-I'm kind of confused about compiling in general.  How does it work, and where do I need to compile to?
-Which shield would you recommend I look off of--just to see how they work--and how would I go about accessing it?

...Hmm...I know I have more questions than this, but I can't for the life of me remember what they were.  I guess I'll come back later.
Mirror Buster's shield maybe? But be sure to put some "flag" that suffers reduction when the shield enters the "pain" state and disable fire/altfire/watever calls the shield.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TheBladeRoden on February 18, 2011, 02:22:57 AM
Quote from: "tsukiyomaru0"
Quote from: "TheBladeRoden"
Grr, why don't A_ChangeVelocity, A_ScaleVelocity, and A_SetAngle exist in skulltag?
bug Skulltag staff about it... They might likely give an excuse and ignore it.
A_SetScale would be nice too
Title: Re: MM8BDM official Weapon Template (v1)
Post by: sipfried on February 23, 2011, 02:39:15 PM
dear cutmanmike

the weapons dhat you have in this topic is a copy(or stolen)

somebody has the magnetbeam(mm1) and have both weapon,s
but there you get the magnetbeam and its fun
its look and like weapon 1 but longer
 :shock:  :shock:  :shock:  :shock:  :shock:  :shock:  :shock:  :shock:  :shock:
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TheBladeRoden on February 23, 2011, 05:34:13 PM
Don't ever change, sipfried :cool:
Title: Re: MM8BDM official Weapon Template (v1)
Post by: SmashTheEchidna on April 08, 2011, 08:38:04 AM
Not sure if this has been asked already, but, exactly what do you have to do to make your weapon strong enough to hurt Wily controlling Gamma?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: CutmanMike on April 08, 2011, 10:54:15 AM
The projectile needs to have the damage type Atomic, Pharaoh, Ballade or Hard
Title: Re: MM8BDM official Weapon Template (v1)
Post by: SmashTheEchidna on April 08, 2011, 05:38:46 PM
Ah, I see. Thanks, Mike.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on April 08, 2011, 05:57:53 PM
CMM, How about we rewrite the template/tutorial, adding in new examples and effects?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Korby on April 08, 2011, 10:20:34 PM
Because people should learn how to do this stuff by themselves, instead of being spoonfed by the community.

At least, that's my argument as to why I don't think that should happen.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on April 08, 2011, 11:49:52 PM
Quote from: "Korby"
Because people should learn how to do this stuff by themselves, instead of being spoonfed by the community.

At least, that's my argument as to why I don't think that should happen.
There's a small difference between being spoonfed and learning themselves. If CMM didn't spoonfed us, I would NEVER learn how to make a simple weapon. If he had never done so, I would NEVER have learned that it is possible to aim with A_SpawnItemEx using the proper coding. It is more of a matter of learning and applying. And some new additions wouldn't hurt.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: CutmanMike on April 08, 2011, 11:55:13 PM
http://zdoom.org/wiki (http://zdoom.org/wiki)

Go here and check out the actor functions, flags etc. This is all you will need to try out new things. That's how I learned, that's how others should learn if they want to do stuff.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on April 09, 2011, 12:41:56 AM
Quote from: "CutmanMike"
http://zdoom.org/wiki

Go here and check out the actor functions, flags etc. This is all you will need to try out new things. That's how I learned, that's how others should learn if they want to do stuff.
How I learned was a mix of what you gave us and patience to understand each command.

Did you check how my Solar Blast in Experimental Weapons works for a laser? You could implement that into Gemini Laser instead of trail :D
Title: Re: MM8BDM official Weapon Template (v1)
Post by: SmashTheEchidna on April 10, 2011, 06:44:30 AM
I should probably post this here so it can get noticed better.

Quote from: "SmashTheEchidna"
Exactly how do you get the screen to flash? And can you get it to flash black?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on April 10, 2011, 04:33:20 PM
Quote from: "SmashTheEchidna"
I should probably post this here so it can get noticed better.

Quote from: "SmashTheEchidna"
Exactly how do you get the screen to flash? And can you get it to flash black?
I second this. I've been puzzled by this, because I want to make certain weapons that causes flicker and whatanot.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Asd967 on April 10, 2011, 05:06:20 PM
Centaur Flash's coding does that. It's an ACS script that is defined on the Global lump that is commented now.
Though it does not flash your opponent's screen.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Hiffe150 on April 30, 2011, 03:04:58 AM
Is there a code for possibly making a weapon teleport you or someone else?
I would really like to know.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on April 30, 2011, 03:38:55 AM
Quote from: "Hiffe150"
Is there a code for possibly making a weapon teleport you or someone else?
I would really like to know.
There is... But  uses ACS and is found in ZPortal.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Ivory on April 30, 2011, 05:03:44 AM
Quote from: "tsukiyomaru0"
There is... But  uses ACS and is found in ZPortal.

STOP! ZPortal Teleportation DOES NOT work outside of single player.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on April 30, 2011, 05:41:49 AM
Quote from: "Ivory"
Quote from: "tsukiyomaru0"
There is... But  uses ACS and is found in ZPortal.

STOP! ZPortal Teleportation DOES NOT work outside of single player.
Actually, ZPortal doesn't even work in ZDoom, as it requires Hardware Rendering/OpenGL. So the odds of its coding being successfully ported to Skulltag are small, I think.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Ivory on April 30, 2011, 05:50:45 AM
...I've played it on skulltag enough time to know it works.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TheBladeRoden on May 02, 2011, 01:11:38 AM
I use Thing_move
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TERRORsphere on May 02, 2011, 02:16:02 PM
Quote from: "tsukiyomaru0"
Actually, ZPortal doesn't even work in ZDoom, as it requires Hardware Rendering/OpenGL.
... *facepalm*.

The MAPS in ZPortal require opengl because of 3D floors and models. It's nothing to do with the way the teleport mechanics work. Also, try out Hide N Seek, that mod has a fully working teleport gun.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on May 02, 2011, 05:50:18 PM
Quote from: "DTDsphere"
Quote from: "tsukiyomaru0"
Actually, ZPortal doesn't even work in ZDoom, as it requires Hardware Rendering/OpenGL.
... *facepalm*.

The MAPS in ZPortal require opengl because of 3D floors and models. It's nothing to do with the way the teleport mechanics work. Also, try out Hide N Seek, that mod has a fully working teleport gun.
You don't get it, do you?
The first time I found this around, it was in a post that contained something like this:
ZPortal is a mod for ZDoom and GZDoom.

If you try to run Zportal in ZDoom, it will display a message asking for Hardware Rendering, and you will be unable to move.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: TERRORsphere on May 02, 2011, 07:57:57 PM
Quote from: "tsukiyomaru0"
Quote from: "DTDsphere"
Quote from: "tsukiyomaru0"
Actually, ZPortal doesn't even work in ZDoom, as it requires Hardware Rendering/OpenGL.
... *facepalm*.

The MAPS in ZPortal require opengl because of 3D floors and models. It's nothing to do with the way the teleport mechanics work. Also, try out Hide N Seek, that mod has a fully working teleport gun.
If you try to run Zportal in ZDoom, it will display a message asking for Hardware Rendering, and you will be unable to move.

You don't get it, do you?

It's a simple code that checks if you're using OpenGL. If you aren't, then it doesn't allow you to move. This is how Cutmanmike forced people to play in OpenGL.
That has nothing to do with the portal gun.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: tsukiyomaru0 on May 03, 2011, 05:06:59 AM
Here's a nice trick I did here that may be usefull, should you want your projectile to spawn another projectile with a position related to the pitch it is going to:
Code: [Select]
TNT1 A 1 A_SpawnItemEx("TheBullet",SpawnX+SpawnZ*(momz/ProSpeed),SpawnY,SpawnZ-SpawnX*(momz/ProSpeed),momx*1.2,momy*1.2,momz*1.2,0,SXF_ABSOLUTEMOMENTUM|SXF_NOCHECKPOSITION)SpawnX, SpawnY, SpawnZ: The Distances you want it to spawn at. Keep in mind that you have to imagine their positions as if you could not aim up or down!
ProSpeed: Speeds of the projectile that will spawn the subprojectile "TheBullet".

Theorical part below:
Quote
Replace "momx*1.2,momy*1.2,momz*1.2" with "SubProSpeed-((momz/ProSpeed)*SubProSpeed),0,(momz/ProSpeed)*SubProSpeed" and remove the "SXF_ABSOLUTEMOMENTUM" flag to have the subprojectile be fired at the same direction the projectile was going to but at a set speed and enabling you to change the angle the subprojectile will go at.
THIS THEORY IS YET TO BE PROVED

EDIT: Fix on the code
Title: Re: MM8BDM official Weapon Template (v1)
Post by: Laggy Blazko on July 08, 2011, 01:35:21 AM
Sorry for bumping, but...
Is there an updated weapon template?
Title: Re: MM8BDM official Weapon Template (v1)
Post by: NitroBro on July 08, 2011, 08:56:19 PM
try this (http://www.mediafire.com/?58qmdgul5po5mqe), i just made it, and it works for me! but if anything goes wrong pm me please
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Korby on January 04, 2012, 12:23:43 AM
By the way, I made this months ago but never uploaded it.
Weapon Template v2 (http://www.mediafire.com/?eudfhduufqef5m8)
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Zard1084 on January 05, 2013, 07:01:11 AM
Sorry for a year old bump but sense 3v is out can we get a updated weapon template?
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Russel on January 05, 2013, 07:19:42 AM
I did it. (https://dl.dropbox.com/s/djxzbjxe615fy8i/WeaponTemplatev3.pk3?dl=1)
Have fun.

Also could someone shove it on mediafire, please? So that I don't have to worry about people not getting it if I delete it.
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Zard1084 on January 05, 2013, 07:22:37 AM
Quote from: "Lego"
I did it. (https://dl.dropbox.com/s/djxzbjxe615fy8i/WeaponTemplatev3.pk3?dl=1)
Have fun.

Also could someone shove it on mediafire, please? So that I don't have to worry about people not getting it if I delete it.
Thanks and i'll mirror it soon....

Edit: its been Mirrored for great justice!
Download link: http://www.mediafire.com/?498zmxb48ljrdho (http://www.mediafire.com/?498zmxb48ljrdho)
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Geno on August 10, 2013, 12:43:24 AM
I'm just wondering something about weapon colours.

How could one add colours for weapons without adding the weapons themselves? Like extra colours that you can only get via PUKE 998?

I am asking because I want to make a patch that re-adds the old Wild Coil and Scorch Wheel palettes in the game for PUKE 998 use, and even though I am following what to do and editing the WCOLORS.acs file, I am having no luck.
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Russel on August 10, 2013, 12:50:46 AM
There is a file called WCOLORS that would need to be edited.
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Geno on August 10, 2013, 01:00:04 AM
You mean the WCOLOURS.o one?

Yeah, I can't. Unless it's some weird renamed acs thing.

How do you edit .o files in SlumpEd anyway?
Title: Re: MM8BDM official Weapon Template (v2)
Post by: CutmanMike on August 10, 2013, 01:26:19 AM
You don't edit the .o file, you edit the WCOLORS base file which is found in the base directory of the pk3. Then you compile it (right click, compile), and that is the .o file that gets created.
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Geno on August 10, 2013, 02:19:53 AM
Ah.


Although I can't do that either, it asks me for "acc.exe", which I do not have.



EDIT: It works now, thank.
Title: Re: MM8BDM official Weapon Template (v2)
Post by: NinjaDude on April 18, 2014, 07:44:12 PM
Where is the V3 Tutorial?
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Russel on April 18, 2014, 07:47:23 PM
Quote from: "Zard1084"
its been Mirrored for great justice!
Download link: http://www.mediafire.com/?498zmxb48ljrdho (http://www.mediafire.com/?498zmxb48ljrdho)
Title: Re: MM8BDM official Weapon Template (v2)
Post by: ProtoDude on April 29, 2014, 05:13:12 PM
So I wanted to create a weapon that splits twice (obviously dealing less damage after each split), but I have no idea how to do that without breaking things.

I tried looking at the official weapons (like Spark Chaser [inb4 wrong name lol]), but it's kinda confusing to be honest.
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Korby on April 30, 2014, 03:33:03 AM
Consider looking at Thunder Bolt[from MM7], Freeze Cracker, or Dust Crusher for examples on splitting projectiles.
Title: Re: MM8BDM official Weapon Template (v2)
Post by: ProtoDude on April 30, 2014, 12:58:56 PM
Well, thank you. It works.

Also, someone may want to update the link at the beginning (I am fairly sure it leads to v2 tutorial).

But then again, I tutored myself a bit by using the main file (and making a copy of it beforehand, of course).

PS. Now can't get the energy capsules and weapon tanks to refill the ammo, nor get the colors to change...

Mystery Tank works, but not the other things.
Title: Re: MM8BDM official Weapon Template (v2)
Post by: Gummywormz on April 30, 2014, 11:59:33 PM
All of that is in the WCOLORS.acs file.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: ProtoDude on May 01, 2014, 08:42:06 AM
I am fairly sure I had that set up, but it doesn't matter now as I had to get back to default file, since I screwed up something and the game couldn't find the default weapons (cannot find "actors/inventory/[game]/[weapon].txt" thing)

Also damn, being used to R4MI makes Dive Man's real weapon pathetic.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: William0918 on June 01, 2014, 01:42:31 PM
Can you make this weapon template for MM8BDM v4a?
Title: Re: MM8BDM official Weapon Template (v3)
Post by: William0918 on July 03, 2014, 05:35:02 PM
Ok, what I'm trying to do is make my own weapon, but when I test it, the texture for when the weapon is not being shot is not there. How can I fix that?
Title: Re: MM8BDM official Weapon Template (v3)
Post by: Ceridran on July 03, 2014, 05:48:25 PM
What texture are you using, and may I see the parts of your code that are before the "Fire:" mark?
Title: Re: MM8BDM official Weapon Template (v3)
Post by: William0918 on July 03, 2014, 06:03:04 PM
Well, I have to upload it to Dropbox first, but I'll do that later.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: Ceridran on July 03, 2014, 06:53:11 PM
No, simply copy and paste the text. If you're using custom textures, tell me the texture names and which one you want to be the idle frame.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: William0918 on July 04, 2014, 04:22:56 PM
Quote from: "Ceridran"
No, simply copy and paste the text. If you're using custom textures, tell me the texture names and which one you want to be the idle frame.

Ok, my weapon textures are BGUNA0, BGUNB0, and BGUNC0. I want the idle frame to be BGUNA0.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: Ceridran on July 04, 2014, 04:43:11 PM
I think I know what's going on..
Look at this.
Code: [Select]
BUST B 0 A_JumpIfNoAmmo("NoAmmo")
BUST B 0 A_PlaySoundEx("weapon/mbuster","Weapon")
BUST B 0 A_FireCustomMissile("MegaShot",0,0,8,0)
BUST CD 3
BUST B 2
BUST B 0 A_Refire

The purpose of the numbers is to tell how many tics that frame will be there for. The BUST B 0 frames don't even show the frame-- with these BUST B 0 frames, all these actions happen at once because of the 0 tic mark. The BUST CD 3 is for the animation you see when you fire; it takes 3 tics to go through both frame C and frame D, then it advances to the next part. ( I may be wrong with how that works )

.. Uh, I'm bad at explaining thoroughly, so let's just say make sure you aren't using 0 for the parts you want to be displayed.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: William0918 on July 04, 2014, 04:48:51 PM
Ok, so what do I do with the BUST text?
Title: Re: MM8BDM official Weapon Template (v3)
Post by: Ceridran on July 04, 2014, 05:02:43 PM
You don't have to use it, I didn't tell you to insert that into your code. I'm assuming that you've used the 0 tic to try and make the idle frame display what it displays, and I needed an example.

Try messing around with tic speeds, especially in the Ready state.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: BombHornet on October 30, 2014, 03:37:35 PM
Wait. Isn't the template supposed to be updated to v4?
Title: Re: MM8BDM official Weapon Template (v3)
Post by: Russel on October 30, 2014, 05:39:09 PM
No, not it's not.

I was waiting on someone to point this out.
I'll have a new one posted sometime next week, thanks for pointing it out!
Title: Re: MM8BDM official Weapon Template (v3)
Post by: Russel on October 30, 2014, 08:42:55 PM
I lied about it taking a week
https://www.dropbox.com/s/nl6h1tujmfv7btd/WeaponTemplatev4a.pk3?dl=0
Title: Re: MM8BDM official Weapon Template (v3)
Post by: Knux on October 30, 2014, 08:51:16 PM
Funny how I came here to ask about the weapon template needing to be updated, and it just did. Maybe I'll be able to get some weapon work done for TT once I'm done with another thing I'm making.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: SmashTheEchidna on October 30, 2014, 10:06:45 PM
FINALLY

Thank you, Lego. I've been waiting for this for a long time.
(this and the class template.)
Title: Re: MM8BDM official Weapon Template (v3)
Post by: Russel on October 30, 2014, 11:16:22 PM
A class is literally just a megaman clone with a special weapon...that's...it really.
Cold Fusion was previously just megaman with a gyroman skin and ballade cracker knockoff...classes aren't hard guys.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: SmashTheEchidna on October 31, 2014, 12:39:43 AM
Okay lemme rephrase that; I'm waiting on the CSCC Class base update. I know classes aren't hard to make, but 1) I prefer working off of a base I'm familiar with so that I can keep things organized. 2) Things like weapon replacements, ammo bars, WCOLORS and such are all outdated in the current CSCC template AND in my own, separate classes. I wanted to save myself a lot of trouble in trying to figure out what all needs to be changed and just wait until the class base was updated so that I can safely port my classes over to the new version.
Heck, I tried to update them manually, but they were riddled with bugs and oversights.
Title: Re: MM8BDM official Weapon Template (v3)
Post by: BombHornet on October 31, 2014, 03:02:38 PM
Quote from: "Lego"
I lied about it taking a week
https://www.dropbox.com/s/nl6h1tujmfv7btd/WeaponTemplatev4a.pk3?dl=0
Exellect. Now I can continue making my buster shot weapon
Title: Re: MM8BDM official Weapon Template (v4)
Post by: Korby on October 31, 2014, 04:39:43 PM
At school, fixed link on front page, updated topic title, haven't put new readme there yet.
Title: Re: MM8BDM official Weapon Template (v4)
Post by: Turbodude on September 27, 2016, 02:01:20 PM
Does anyone plan on updating this for V5? Or will this pretty much apply for V5 as is?
Title: Re: MM8BDM official Weapon Template (v4)
Post by: NES Boy on September 28, 2016, 01:28:33 PM
I think V5 made this obsolete, since all the weapons have been revamped to inhert from a parent class, "BaseMM8BDMWep".
Title: Re: MM8BDM official Weapon Template (v4)
Post by: Xhatahx on September 28, 2016, 04:07:50 PM
A few modifications and this can be turned into something up to date. What's needed is:
-Slight modifications to account for the inheritance
-(Slight) restructuring of the SBARINFO lump
-Updating WEPACS
-Spellchecking
Nothing too difficult, except for maybe WEPACS.
Title: Re: MM8BDM official Weapon Template (v1)
Post by: SMMG44 on November 26, 2016, 05:15:22 PM
256 I believe. 100 should be enough to not cause conflicts.

That would be the obvious choice and I think I did try it and something went wrong... I hope. I actually want to try it now just to make sure....

CutmanMike, how do I make a cyan and teal color?EVEN WITH the MM8BDM acs, it DOES NOT work
Title: Re: MM8BDM official Weapon Template (v4)
Post by: Balrog on July 08, 2019, 01:50:25 AM
Guess who's back?

https://files.catbox.moe/cvov9n.zip

I was messing around with MM8BDM for the first time in years and updated the weapon template to v5, with hand recolors and split ACS files and making sure the documentation matches the code. While messing around I noticed that Zandronum is now so old that GZDoom editing tools don't even bother staying compatible with it, so I did some hacking to make them work again. This is probably part of v6 anyway, but oh well.
Title: Re: MM8BDM official Weapon Template (v5d)
Post by: Korby on July 12, 2019, 11:51:42 PM
Sorry for the late response, but thank you! I've put this into the first post and edited the topic title.
Title: Re: MM8BDM official Weapon Template (v5d)
Post by: Binary_Newer on July 16, 2019, 09:28:49 PM
There's a grammar error in "newweapon.txt"; more specifically, the comment after the projectile's damagetype.
Title: Re: MM8BDM official Weapon Template (v5d)
Post by: ServantofCygnus on November 06, 2020, 11:03:21 AM
Does this need to be updated significantly for V6?