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Well Since there was a thread of this mappack but you did it faster but i think your missing some maps.
If you're gong to include old waveman, you might as well bring back the WAYPASTCOOL Sanic wavebikes, as opposed to the slow ones we have now.
Are you going to add Heat Man's and Wind Man's legacy maps eventually? Or will that come after v4a's release?
actor BoatActivate2 : CustomInventory{inventory.amount 1inventory.maxamount 1+INVENTORY.AUTOACTIVATEstates{Spawn:TNT1 A 1loopPickup:TNT1 A 0 A_SpawnItemEx("BoatGiver2")TNT1 A 0 A_GiveInventory("InBoat2")stop}}actor BoatGiver2{Height 0Radius 0+NOINTERACTION-SOLID+NOGRAVITY+MISSILEStates{Spawn:TNT1 A 1 A_GiveToTarget("BoatFX2",1)TNT1 A 0 A_JumpIfInTargetInventory("IsDead",1,"Death")TNT1 A 0 A_JumpIfInTargetInventory("InBoat2",1,"Spawn")Goto DeathDeath:TNT1 A 0 A_GiveToTarget("BoatDeathFX2",1)stop}}actor BoatFX2 : CustomInventory{inventory.amount 1inventory.maxamount 1+INVENTORY.AUTOACTIVATEstates{Spawn:TNT1 A 1loopPickup:TNT1 A 0 A_SpawnItemEx("BoatBackFX2",-30,0,0,0,0,0)TNT1 A 0 A_SpawnItemEx("BoatFrontFX2",1,0,0,0,0,0)TNT1 A 0 A_Recoil(-2)stop}}actor BoatFrontFX2 {+NOTIMEFREEZE+CLIENTSIDEONLY-SOLID+NOGRAVITY+NOINTERACTIONscale 2.5height 0radius 0States{Spawn:WAVB B 2stop}}actor BoatBackFX2 : BoatFrontFX2{+NOTIMEFREEZEStates{Spawn:WAVB A 2stop}}actor InBoat2 : PowerProtection{damagefactor "Drowning", 0.0inventory.amount 1inventory.maxamount 1Powerup.Duration 0x7FFFFFFFstates{Spawn:TNT1 A 1loop}}actor BoatDeathFX2 : CustomInventory{inventory.amount 1inventory.maxamount 1+INVENTORY.AUTOACTIVATEstates{Spawn:TNT1 A 1loopPickup:TNT1 A 0 A_SpawnItemEx("DrillExplode")TNT1 A 0 A_StopTNT1 A 0 A_PlaySoundEx("weapon/drillexplode","Voice")TNT1 A 0 A_Recoil(-10)TNT1 A 0 ThrustThingZ(0,80,0,1)TNT1 A 0 A_TakeInventory("JumpCancler",1)stop}}
TNT1 A 0 A_Recoil(-2)
TNT1 A 0 A_ChangeVelocity(20,0,momz,CVF_RELATIVE|CVF_REPLACE)
Alright, I have Alpha Cutman and Alpha Gutsman