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Messages - Russel

Pages: [1] 2 3 ... 158
1
Help & Editing / Re: Help making Teleporters exclusive to gamemodes
« on: July 11, 2021, 09:48:45 AM »
First off, a 2-way teleporter in 8BDM makes use of thing type 10562, Teleport Entrance.
If you give this actor a Tag under the Action tab, then it can be manipulated and removed from ACS.

With the function GetCVar, you can check the current gamemode.
Finally, you'd want to remove the actor with Thing_Remove.

So, if you put them together, you get the following:
Code: [Select]
if(GetCVar("ctf")) {
    Thing_Remove(10);
}

This example assumes you set the tag to 10. You can technically set the tag to anything you want, but you need to make sure the tag placed on the teleport entrance and the one passed into the function here.
You will need to give a tag to both teleport entrances in order for this to remove the teleporters on both sides of the map.

2
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 18, 2020, 10:39:03 PM »
Blade
Magma
Bounce
Pump
Tornado

3
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 17, 2020, 05:27:39 PM »
Guts
Uranus
Buster Rod G
Napalm
Gemini

4
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 16, 2020, 05:38:29 PM »
Magic
Galaxy
Tengu
Chill
Mars

5
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 15, 2020, 05:10:28 PM »
Frost
Impact
Solar
Sheep
Elec

6
Forum Games / Re: Cutstuff 2020's Best Robot Master EVER
« on: December 14, 2020, 07:53:14 PM »
Astro
Strike
Grenade
Turbo
Slash

7
It actually is!

In SKININFO, you can set the following flags in addition to the ones in the skin tutorial.
Code: [Select]
*critpain = MM6LAND
*critdeth = GODCHOKE

This example uses in-built sounds, do note that *critpain plays in addition to the normal pain sound, so it might be hard to hear if you pick something too quiet.

8
Help & Editing / Re: Do controllers work with this game?
« on: October 04, 2020, 02:22:09 AM »
Moved this topic to Help & Editing (was in Bugs & Suggestions)

9
Closed / Re: Water Wave and Scorch Wheel don't go up slopes.
« on: October 04, 2020, 02:21:11 AM »
This change is going into v6a. Thanks for the feedback.

10
As stated above, this was ironed out in v6a. Thanks for the feedback!

11
Closed / Re: So, about the usage of the Ballade Cracker sound...
« on: October 04, 2020, 02:17:57 AM »
This was taken into consideration for v6a and several props were changed as a result. Thanks for pointing this out!

12
Rejected / Re: [Improved Bug] Explosion of Crush Bomb
« on: October 04, 2020, 02:13:47 AM »
The explosion frames used in 8BDM are more or less accurate to what is present in Mega Man 2. Crash Bomb's explosion is not random and I do not believe making it random would really make them look any better.
Regardless, the animation speed may change in v6a to better match with Mega Man 2.

13
Closed / Re: [Suggestion] Modder's Delight: Item Spawn Func
« on: October 04, 2020, 02:11:50 AM »
Implemented in v6a. Thanks for the suggestion.

14
Closed / Re: [v5d] [Bug] Misplacing Thunder Claw pegs by dying
« on: October 04, 2020, 02:10:30 AM »
Thanks for reporting. This issue should be resolved in v6a.

15
Zandronum, the engine we use to run MM8BDM, has a build compatible with Linux. Theoretically, a port of MM8BDM is possible to something like this, but it isn't anything we will be actively pursuing.

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