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Topics - Xhatahx

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16
Rejected / Gyro Attack pitch
« on: October 08, 2016, 06:17:28 PM »
Whenever the Gyro Attack gyros split, their pitch is nullified and they fly completely horizontally. I could be aiming a gyro upwards and when I split it, it might dodge whatever target I want to hit.

17
Closed / [Suggestion] Hand HUD
« on: October 07, 2016, 08:27:50 AM »
The weapon HUD sprites that use the buster are translated from the Mega Buster HUD. That's nice, but lots of weapons aren't busters, but instead hands, for example Slash Claw, Charge Kick, and Junk Shield. It would be nice to have base hand positions with the Mega Buster palette for easier modding.

The Mega Buster palette is not needed for sprites like the Metal Blade and Hyper Bomb ready sprites or most of Hard Knuckle, where the HUD couldn't conceivably be used by any other weapon.

Also, speaking of Metal Blade...
(click to show/hide)

EDIT: Maybe you could put some comments into the TEXTURES.HUD file to explain which hand position has which name.

18
Rejected / Mega Buster NoAmmo thing
« on: October 03, 2016, 05:25:10 PM »
Code: [Select]
Fire:
BUST B 0 A_JumpIfNoAmmo("NoAmmo") //Uh, why?
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
goto Ready2+1

19
Help & Editing / Activate on damage
« on: October 03, 2016, 01:29:47 PM »
I want to make a weapon that activates when the player takes damage, but only if you're damaged by another player. It's not like Skull Barrier where every hit activates it. How do I do this?

20
Rejected / Empty-ass CTF centers
« on: October 03, 2016, 08:05:21 AM »
Three of the CTF maps feel empty in the middle outside of the One Flag CTF mode.
(click to show/hide)
I suggest adding a weapon there, or moving a weapon over there.

21
Rejected / MM6FLA block monster lines
« on: October 03, 2016, 07:53:27 AM »
You've probably seen the MM2QUI suggestion I had about adding temporary block monster lines to the oil pits in MM6FLA. Because sometimes, bots just DERP and run into a lit pit.
Code: [Select]
script 2 (Int Ignite)
{
Line_SetBlocking(Ignite,BLOCKF_MONSTERS,0); //NEW
ChangeFloor(Ignite,"FIRELAV");
Sector_SetDamage(Ignite,255,MOD_LAVA);
SpawnSpot("FlameOily", Ignite);
Delay(525);
Line_SetBlocking(Ignite,0,BLOCKF_MONSTERS); //NEW
Sector_SetDamage(Ignite,0,0);
ChangeFloor(Ignite,"FLAMFLR4");
Delay(175);
ChangeFloor(Ignite,"FLAMOIL");
}
Just add linedefs with certain numbers. I don't know which ones, however.

22
Closed / MMCTF02 sigil ledge something blah
« on: October 02, 2016, 07:31:28 PM »
This "sigil ledge" (if you look at the automap, it's the west side) has an invisible wall blocking it. That's fine.
(click to show/hide)
This "sigil ledge" on the other hand (east), can be accessed. And if you land down on it, you'll die from "falling", even though obviously there's a ledge under you.
(click to show/hide)

23
Closed / HoM in MMCTF18
« on: October 02, 2016, 04:39:44 PM »
(click to show/hide)
Nothing else to say.

24
Rejected / MM6KNI: Truly the best item placement ever
« on: October 02, 2016, 04:21:26 PM »
I just want to thank you for the glorious placement of the Rush Coils there. I salute you for the awe-inspiring redundancy of having 2 of them practically side by side.
(click to show/hide)
Seriously, this is dumb. The only problem is figuring out where you should move them to.

25
Rejected / [Suggestion] MMBMUS ledges
« on: October 02, 2016, 04:14:57 PM »
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This is the "front" of the submarine (you can see eyes there). As you can see, it's impossible to climb it up. If you look behind it...
(click to show/hide)
...you can see you can climb it up. I suggest making climbable ledges on this side to make a new route for players to got to, thereby making the map (slightly) easier to navigate, and making the Super Arm easier to collect.
The Super Arm there just feels like it's taunting you with the fact that you have to go to the other side to get it.

26
Rejected / General texture issues
« on: October 01, 2016, 11:47:45 AM »
Just general troubles. Lots of general troubles.
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27
Rejected / MMCTF15: i warned you about stairs bro
« on: October 01, 2016, 11:38:09 AM »
(click to show/hide)
MMCTF15 has this little problem called 32 unit height steps. Argh.
32 unit height stairs are probably the most pointless yet annoying things you could put in a level. You'll have to jump over and over again to reach the upper levels, which is quite disruptive.

28
Help & Editing / Astro Crush/Lightning Bolt advice
« on: October 01, 2016, 11:29:42 AM »
Does anyone have any advice on how to fight against a player with Astro Crush or Lightning Bolt?

29
Closed / Teru Teru pain state issue
« on: October 01, 2016, 07:59:30 AM »
In MM7CLO, if you shoot the Teru Teru while it's flipping over or falling, it'll flip over again, interrupting the state.
The issue can be solved like this:
Code: [Select]
Dropping:
TERU A 0 A_ChangeFlag("NOPAIN",true) //NEW
TERU A 0 A_ChangeFlag("NOGRAVITY",true)
TERU EEEFGHIIII 6
TERU I 1 A_ChangeFlag("NOGRAVITY",false)
Goto Dead
Also, the snow and rain effects are annoying, especially when climbing ladders, but that's beside the point.

30
Rejected / [Suggestion for modding] Add a user variable
« on: September 30, 2016, 12:32:17 PM »
Say someone wants to make a weapon that does something special, like firing projectiles in a sine wave. There are two ways of doing this: the honestly wasteful Wave Burner implementation, or using a user variable and use sin(user_var) as the angle.

However, user variables can only be defined for weapons in the player class, so you have to add the variable to the player itself.

Maybe user variables can be used in some old weapons(e.g. Wave Burner).

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