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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1479417 times)

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June 28, 2016, 04:30:39 AM
Reply #7095

Offline Gummywormz

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Re: Class based modification (v8c)
« Reply #7095 on: June 28, 2016, 04:30:39 AM »
Can we do something about Dust Man? His vacuum ability is far worse than previous Magnet Man's. Can we maybe put a timer / ammo on it and / or make it only lock movement instead of actually push people?

June 28, 2016, 04:32:32 AM
Reply #7096

Offline Celebi

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Re: Class based modification (v8c)
« Reply #7096 on: June 28, 2016, 04:32:32 AM »
Quote from: "Game&Watcher"
Anyone got a mirror for the Vanilla tauntpack? The Bestever link is down.
Yeah, you can get it here.

Yellow Devil (Max), mind updating the first post with this link?

June 28, 2016, 05:02:19 AM
Reply #7097

Offline GameAndWatcher

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Re: Class based modification (v8c)
« Reply #7097 on: June 28, 2016, 05:02:19 AM »
Quote from: "Celebi"
Quote from: "Game&Watcher"
Anyone got a mirror for the Vanilla tauntpack? The Bestever link is down.
Yeah, you can get it here.

Yellow Devil (Max), mind updating the first post with this link?

Huge thanks!

June 29, 2016, 12:14:05 AM
Reply #7098

Offline Chaosman.EXE

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Re: Class based modification (v8c)
« Reply #7098 on: June 29, 2016, 12:14:05 AM »
Oy... Any other downloads for the mod? Whoever hosts Best-Ever took it down. All that's left is the compressed archive, which I really wouldn't want even if I had a whopping 155 GB to waste on it.

EDIT: Okay, it seems to work now. Dunno what happened there but I was finally able to download the update to one of my favorite mods  :)

July 06, 2016, 05:57:46 AM
Reply #7099

Offline Orange juice :l

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Re: Class based modification (v8c)
« Reply #7099 on: July 06, 2016, 05:57:46 AM »
Sexy new Galaxyman glitch tech:

Step 1: Fire a BHB at the wall/ground and detonate it with perfect timing. If done correctly you will detonate the bomb as normal but will be able to fire a second bomb. We'll call this second bomb Air Bomb (as it's not required to shoot a wall)
Step 2: Once the first BHB on the wall/ground dies it will allow you to fire a BHB again but the Air Bomb will still be present.
Step 3: Once the Air Bomb dies you can fire another BHB while the third bomb you have fired will still be present...
This allows you to chain having 2 bombs at once indefinitely. I haven't given it enough actual thought as to whether you could get a chain of three bombs active at once, but if you want to actually try be my guest.

A few tips: Remember that firing a new BHB is semi-automatic and you won't fire a second one unless you release the fire button.
If you stop firing BHBs you'll have to re-enter the glitched state.
I strongly suspect this works because the initial BHB does not put you into the "BHB has been fired" state while still spawning a BHB that will later put you into the "BHB not currently fired" state while you still have one. Basically it's like juggling.

July 15, 2016, 09:51:20 PM
Reply #7100

Offline GameAndWatcher

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Re: Class based modification (v8c)
« Reply #7100 on: July 15, 2016, 09:51:20 PM »
May I have a list of commands that are exclusive to this mod?

July 15, 2016, 10:26:26 PM
Reply #7101

Offline MusashiAA

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Re: Class based modification (v8c)
« Reply #7101 on: July 15, 2016, 10:26:26 PM »
yd_noweakness: Enables/disables weapon weaknesses. Default is weaknesses enabled (0).
yd_noctfmorph: Enables/disables class morph on flag pickup. Default is CTF morph enabled (0).
yd_lmsloadouts: Enables/disables LMS custom weapon loadouts for copy classes. Default is LMS loadouts disabled (0).

im so dumb

July 15, 2016, 10:51:32 PM
Reply #7102

Offline GameAndWatcher

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Re: Class based modification (v8c)
« Reply #7102 on: July 15, 2016, 10:51:32 PM »
Thanks.

July 20, 2016, 04:21:42 AM
Reply #7103

Offline PacManFan

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Re: Class based modification (v8c)
« Reply #7103 on: July 20, 2016, 04:21:42 AM »
This is going to sound really dumb but is there a way to make skins work on the default Mega Man class for this? I've looked through his actor names and still no dice.

July 20, 2016, 05:00:00 AM
Reply #7104

Offline Korby

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Re: Class based modification (v8c)
« Reply #7104 on: July 20, 2016, 05:00:00 AM »
Megaman's class is specifically not allowed to use skins to prevent people from using core's skins to look like other classes.

July 20, 2016, 08:15:17 PM
Reply #7105

Offline Bikdark

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Re: Class based modification (v8c)
« Reply #7105 on: July 20, 2016, 08:15:17 PM »
I would recommend reverting the BRG changes entirely. Buffing his altfire and making it even harder to play against while his mainfire remains useless (especially in tandem with clones) is not the way to change him. Also, it would help if you were a bit more clear about "set explosion sizes" and what it means in the context of the game itself. Does it make it more consistent? Does it buff damage in specific scenarios? Does it reduce damage in specific scenarios? What does it even mean?

July 21, 2016, 05:56:46 AM
Reply #7106

Offline Celebi

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Re: Class based modification (v8c)
« Reply #7106 on: July 21, 2016, 05:56:46 AM »
A set explosion is an extra option on the A_Explode function.  A_Explode has the following variables; explosiondamage, explosionradius, flags, alert, and fulldamageradius. (We don't use the rest)  The first two are pretty straight forward what they mean and flags/alert can be ignored.  Fulldamageradius is the the size of the explosion where it will do full damage.  Explosions do less damage the further away from the center you are.  Fulldamageradius shifts that center of damage outward.  An example, we have a HyperBomb that explodes for 100 damage, has a explosion size of 200, and a set explosion size of 50.  Any player within 50 units (not sure of the correct term) will take the full 100 damage, any player between 51/200 units will take 99 or less damage, depending on far away from the 50 units center they are.

So to answer each questions in simple terms, yes it makes damage consistent if the enemy is within the radius, it does not buff the damage but instead shifts the max damage radius over and adjusts the outward scaling damage, it does not reduce the damage whatsoever, and see above.

July 30, 2016, 12:26:53 AM
Reply #7107

Offline MetalMasher

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Re: Class based modification (v8c)
« Reply #7107 on: July 30, 2016, 12:26:53 AM »
you must update this mod for v5a, this mod is great! pleasse

July 30, 2016, 12:41:49 AM
Reply #7108

Offline fortegigasgospel

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Re: Class based modification (v8c)
« Reply #7108 on: July 30, 2016, 12:41:49 AM »
Quote from: "MetalMasher"
you must update this mod for v5a, this mod is great! pleasse
Most mods tend to wait after major version updates to give people time to play the new version.

July 31, 2016, 03:35:18 AM
Reply #7109

Offline MetalMasher

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Re: Class based modification (v8c)
« Reply #7109 on: July 31, 2016, 03:35:18 AM »
Quote from: "fortegigasgospel"
Quote from: "MetalMasher"
you must update this mod for v5a, this mod is great! pleasse
Most mods tend to wait after major version updates to give people time to play the new version.
ok, thanks!