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Topics - Xhatahx

Pages: 1 2 [3]
31
Rejected / Weapons in need of replacing/reworking
« on: September 30, 2016, 08:36:39 AM »
What's in the spoiler tags is only to understand the first few posts. There wasn't a big enough sample size to prove jack shit. Please do not read this.
(click to show/hide)
Even when updates come, the game still has flaws. But that's a part of MM8BDM; we go back and fix it. This is an unofficial topic for discussing what's wrong with the weapons in v5a. This topic will work like this one, as in, you can suggest other weapons you have beef with.

32
Closed / MM2QUI block monster lines
« on: September 25, 2016, 04:09:44 PM »
Sometimes, the bots just DERP and run into a force beam. This is how to fix it:
Code: [Select]
Script 1 OPEN
{
Delay(35*7);
//Laser 1 turn on
ChangeFloor(1,"QARROW");
ChangeFloor(8,"QARROW");
Delay(35*2);
Line_SetBlocking(1,BLOCKF_MONSTERS,0); //NEW
SetActorState(1,"Fire",0);
SetActorState(9,"Fire",0);
ThingSound(3, "misc/quicktrap",127);
ThingSound(10, "misc/quicktrap",127);
delay(35*4);
//Laser 1 turn off
ChangeFloor(1,"BLACK");
ChangeFloor(8,"BLACK");
SetActorState(1,"Spawn",0);
SetActorState(9,"Spawn",0);
Line_SetBlocking(1,0,BLOCKF_MONSTERS); //NEW
delay(35*7);
//Laser 2 turn on
ChangeFloor(2,"QARROW");
ChangeFloor(8,"QARROW");
Delay(35*2);
Line_SetBlocking(2,BLOCKF_MONSTERS,0); //NEW
SetActorState(2,"Fire",0);
SetActorState(9,"Fire",0);
ThingSound(4, "misc/quicktrap",127);
ThingSound(10, "misc/quicktrap",127);
delay(35*4);
//Laser 2 turn off
ChangeFloor(2,"BLACK");
ChangeFloor(8,"BLACK");
SetActorState(2,"Spawn",0);
SetActorState(9,"Spawn",0);
Line_SetBlocking(2,0,BLOCKF_MONSTERS); //NEW
restart;
}
Just add linedefs with tags 1 and 2.

33
Closed / (Suggestion) MM3GEM texture issues?
« on: September 18, 2016, 07:02:26 PM »
(click to show/hide)
I dunno, but all of these corners (not just the ones shown) always bother me.
EDIT: Here's something that's definitely an issue. Nevermind the Chaos Generator and the number in the lower right corner(not a part of Chaos Generator)
(click to show/hide)

34
Closed / HoM in MM2DW1
« on: September 13, 2016, 03:53:39 PM »
(click to show/hide)
The hall of mirrors is just up-left of the crosshair.

35
Help & Editing / Mass problem
« on: September 12, 2016, 01:56:56 PM »
I'm trying to add a chaos effect that makes explosions throw players, but it doen't work.
Code: [Select]
for (int throw=1000; throw<1033; throw++)
{
SetActorProperty(throw,APROP_Mass,1);
GiveActorInventory(throw,"ThrustMe",1); //Removes +NODAMAGETHRUST
}
I can confirm the code does run. It just doesn't work.

36
DECORATE and ACS Modifications / Xhatahx's Junk
« on: September 07, 2016, 09:17:03 PM »
So you're here, huh? Well then...

Instant Sniper

You're hiding in the shadows, looking for someone, but no one is there. You look around and decide to make a run for it. You take damage! You wonder where that damage came from... there he is! You sneak up on him, and deal a sudden final blow...

Download Here

Instant Sniper gives you a hitscan weapon that's constantly firing. Your goal is to sneak up on other players and hide from other players' line of fire while your health is draining. You can either play this in LMS or in buckshot mode.

Compatible with Rock Force and Classes.

Grab The Weapons

Download Here

The objective of Grab The Weapons is simple; simply collect all the weapons on the map. The records are recorded through archived CVARs, so you can train for your personal best. You can also host it on a server to compete for the shortest time.

Set the CVAR weapon_grab to 1 in order to activate Sudden Death mode. If you fail to beat the record in Sudden Death mode, then you'll die.

Compatible with Rock Force.

Upgradable Weapons v0a

Download Here

So what do you get when you give a lazy man a good idea and too much ambition? This.

Upgradable Weapons allows you to pick up upgrades and upgrade certain weapons. So far, these weapons are:
(click to show/hide)

Not made to be compatible with any other mod. Any help is welcome.

Chaos Generator Upgraded

I really liked Chaos Generator Upgraded by Beed28 when he was still updating it.  And then he got tired of updating it and I decided to update it myself.

The "official" topic is here.

Compatible with Rock Force.

37
Tutorial Collection / How to Create a Bitchin' Class
« on: September 06, 2016, 04:30:23 PM »
Ya ready? Because I sure aren't!

Part 1: You Want Class?
Part 2: Buy One, Get Any Amount For Free
Part 3: I Make Tools That Kill Tools
Part 4: Mega Man Doesn't Like Thieves
Part 5: Wait, The Class Isn't There!

Part 1: You Want Class?
Then go buy a top hat.

Just kidding. Look at this code while I go to sleep.
Code: [Select]
actor DudeMan : PlayerPawn
{
player.displayname "dudeman" //This is where you place the class name.
player.soundclass "megaman" //Don't change this unless you know what you're doing.
player.damagescreencolor "yellow"
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78 //Multiply these "move" values by some number to modify the speed. If you want then you can change the ratio between the speeds.
player.jumpz 10 //This constant changes jumping. Do note that this number is squared by the engine, so if you want a class that jumps twice as high, you need to set it to 14, not 20.
player.colorrange 0 0
player.startitem "DudeBlasterWep" //These are the weapons, ammo, and maybe flags you start with.
player.startitem "DudeAmmo", 28
mass 9999 //Don't change this unless you know what you're doing.
gravity 0.8 //Wheee!
+NODAMAGETHRUST
+DONTBLAST
+NOBLOOD
+QUICKTORETALIATE
damagefactor "Dummy", 0.0 //Don't change this. At all.
damagefactor "Normal", 1.0 //This is how much damage the player takes. Use this instead of health values unless you know what you're doing.
//It's recommended that if your class has a high speed then it should have a higher damage factor and a class with lower damage factor should have lower speed. Don't stray away from this formula unless you know what you're doing.
damagefactor "DudeKiller", 1.5 //Remember to include weaknesses to freshen up your class.
Player.MaxSkinSizeFactor 0, 0
scale 2.5
States //You can usually do states by copying the Megaman class' states, Ctrl+F and replace PLY1 with your skin, and then changing what's needed.
// If you're trying to make multiple classes, look for chapter 2.
{
Spawn:
DUDE A 0
DUDE B 1
DUDE A 1
Goto Spawn+2
See:
DUDE BCDE 5
Goto Spawn
Missile:
DUDE F 5
DUDE G 4
Goto Spawn+2
<too much time later>
}
} //If you forget these, then you're an idiot.

Yawn... Huh? Oh, right. To make a class, you have to- wait, I've already done it?

Part 2: Buy One, Get Any Amount For Free
Ya wanna make multiple classes? Good. Some sentences ago I told you to replace PLY1 in the class code with your skin of choice. If you want to make a base class, replace PLY1 with "----", quotation marks included, and don't change the defense, speed, and jump values. Then when you make another class...
Code: [Select]
actor DudeKiller : BaseClass //I hope you can follow this. If you can't, go back to the first chapter and read closer.
{
player.displayname "dudekiller"
player.forwardmove 1.12, 1.12
player.sidemove 1.09, 1.09
player.jumpz 14
player.startitem "DudeKillerWep"
player.startitem "DudeKillerAmmo", 28
player.startitem "CanCopy" //Remember this. It'll be important in chapter 4.
damagefactor "Normal", 1.5
damagefactor "DudeKillerKiller", 1.4 //This doesn't decrease the damage by 10%, it multiplies it by 1.4, so in total it will be 2.1 times more damaging than normal.
States
{
Spawn:
DKIL A 0 //Remember to include a skin here. You only need to do it for the Spawn state, the engine takes care of the other states.
DKIL B 1
DKIL A 1
Goto Spawn+2
}
}

Part 3: I Make Tools That Kill Tools
Weapons, eh? Alrighty then. Weapons are the core of the class; they make it or break it. I recommend heading to this link(http://cutstuff.net/forum/index.php?topic=1815.0) before you check below for additional info.
Code: [Select]
actor DudeBlasterWep : BaseMM8BDMWep
{
Weapon.AmmoUse1 4 //This is how much ammo is used by the main fire, which might be used with...
/*
Weapon.AmmoUse2 8 //...this, which is how much ammo is used by the alt fire.
*/
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Inventory.Pickupmessage "Why am I doing this?" //Because you're a pillock.
Obituary "%o was shot by %k's Dude Blaster." //This is the message at the top of the screen for deaths. %o is the killed, %k is the killer, %g is he/she/it, %h is him/her/it, and %p is his/her/its.
weapon.ammotype "DudeAmmo"
States
{
Spawn:
WEAP T 0
stop //Make sure it has a stop state just in case the server has "Drop Weapons" set.
Ready:
MCAR X 1
loop
Ready:
MCAR H 0 ACS_ExecuteAlways(998,0,173) //You can define a custom translation, but you shouldn't unless you know what you're doing.
MCAR H 20 A_WeaponReady //That value (10) is how many tics it takes to regenerate the ammo. With this value you'll regenerate all the ammo in 8 seconds.
MCAR H 0 A_GiveInventory("DudeAmmo",1) //Yes, regenerating ammo. It's common practice that classes regenerate ammo. That way, you won't have to mess with WEPACS to make the class pick up ammo. ACS is another tutorial's job.
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
MCAR H 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
MCAR H 1 A_Raise
Loop
//Don't mess with deselecting and selecting.
Fire:
MCAR H 0 A_JumpIfNoAmmo("NoAmmo") //If you don't have enough ammo, then you can't fire.
MCAR H 0 A_PlaySoundEx("weapon/cfire","Weapon") //This plays a sound.
MCAR H 0 A_FireCustomMissile("DudeBlast",0,1,8,0) //This fires a projectile. It has the format <projectile type>,<angle>,<does it use ammo?>,<horizontal offset>,<spawn height>.
//Every variable except for the projectile type is optional
MCAR IJ 5
MCAR H 15
MCAR H 0 A_Refire
Goto Ready+1
AltFire: //It's also common practice to have altfires to make the class more interesting.
MCAR H 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MCAR IIJJ 2 A_ChangeVelocity(13,0,momz,CVF_RELATIVE)
MCAR J 20
Goto Ready+1
NoAmmo: //Don't mess with this except with the sprite unless you know what you're doing.
MCAR H 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor DudeAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28 //This should usually be 7, 14, 28, 56, or 112, but you can have other values.
+INVENTORY.IGNORESKILL
}

actor DudeBlast //This is the projectile.
{
PROJECTILE
scale 2.5
+RIPPER//This makes the projectile rip through players. It's usually not there.
Speed 30 //This is the... just guess.
Radius 8
Height 8
 //Every actor is shaped like a cylinder. These variables define the radius and height of the cylinder.
Damage (10) //The average health is 100. You might have to test this if you have the +RIPPER flag.
damagetype "DudeBlast" //This is the damage type. It should be used. You can use it to have unusual pain states.
Obituary "%o was shot by %k's Dude Blaster." //You can use this to make different projectiles have different obituaries.
States
{
Spawn:
MMFX D 4 //This is the sprite the projectile has.
loop
}
}

Part 4: Mega Man Doesn't Like Thieves
What a hypocrite.

This is easily the most tedious part of the process: making sure certain classes don't pick up copy weapons. Don't tell Max.
Code: [Select]
actor WepCGiver : CustomInventory
{
inventory.pickupmessage "Power up! I stole this from Max!" //Shut up!
inventory.pickupsound "weapon/weaponup"
inventory.amount 1
inventory.maxamount 1
inventory.respawntics 5
scale 2.0
States
{
Spawn:
TNT1 A 1
loop
Pickup:
DUST B 0 A_JumpIfInventory("CanCopy",1, "Pickup2")
fail
Pickup2:
DUST B 0 A_JumpIfInventory("MegaBusterC",1, "No")
DUST B 0 A_GiveInventory("MegaBusterC",1)
stop
No:
DUST B 0
fail
}
}

actor RollingCutterWepCGiver : WepCGiver replaces RollingCutterWep
{
Inventory.Pickupmessage "$PU_ROLLINGCUTTER"
States
{
Spawn:
WEA2 F 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("RollingCutterWepC",1, "No")
DUST B 0 A_GiveInventory("RollingCutterWepC",1)
stop
}
}

actor RollingCutterWepC : RollingCutterWep //Now you just have to do this about 80 more times! Have fun!
{
dropitem "RollingCutterWepCGiver"
States
{
Spawn:
TNT1 A 0
stop
}
}
Then you head over to SBARINFO.
Code: [Select]
IsSelected RollingCutterWepC{Drawbar"BARAMMO1", "BAREMPTY", Ammo1, vertical, 16, 8;} //Done!
IsSelected SuperArmWepC{Drawbar"BARAMMO2", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected IceSlasherWepC{Drawbar"BARAMMO3", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected HyperBombWepC{Drawbar"BARAMMO4", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected FireStormWepC{Drawbar"BARAMMO5", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected ThunderBeamWepC{Drawbar"BARAMMO6", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected TimeSlowWepC{DrawBar"BARAMMO7", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected OilSliderWepC{DrawBar"BARAMMO8", "BAREMPTY", Ammo1, vertical, 16, 8;
InInventory OilSliderFlag, 1 {DrawBar"BARFLS1", "NOBAR", OilSliderFlag, vertical, 16, 8;}}
<five hours of coffee and four hours of tears later>
IsSelected DudeBlasterWep{DrawBar"BARAMM58", "BAREMPTY", Ammo1, vertical, 16, 8;} //Done!
<later, in SBARAMMO.H...>
IsSelected DudeBlasterWep{Drawbar"VARAMM58", "VAREMPTY", Ammo1, horizontal, 58, 184;}//Done, but who uses horizontal bars?
And that's it! Oh wait...
Part 5: Wait, The Class Isn't There!
Oh bugger. If you can't find your class in the game, then make a KEYCONF file, and put your classes in:
Code: [Select]
clearplayerclasses
addplayerclass Dudeman
addplayerclass DudeKiller
addplayerclass DudeKillerKiller
<hopefully not much time later>
addplayerclass SnapeDude
addplayerclass KnifeDude
addplayerclass TopDude
addplayerclass MineDude
addplayerclass GlitchDude
addplayerclass MagicDude
And then you're done!
Of course, this is a boring ass class. Be creative! Look up random functions at http://zdoom.org/wiki/ and make your class around that, or look at other weapons' code to get ideas! The skyand the engine is the limit!

38
Rejected / (Suggestion) LMS time limit
« on: September 06, 2016, 07:53:49 AM »
LMS fights can last a bit too long at the end, especially with bots. I suggest that when the boss music starts, a timer begins. When that timer hits 0, everyone left dies and the game will be tied.
I thought about simply draining health away, but then the player with more health can just stall the game until the other one dies.
Good idea?

39
Closed / Quit Message Failure
« on: September 05, 2016, 09:22:27 PM »
Code: [Select]
QUITMSG4 =  "Don't make us stop production on Mega Man 9...";
A bit too late to say that.
Code: [Select]
QUITMSG5 =  "The joke's on you, \nI've given your computer roboezna!";
Oh no! Not Roboezna! It's as bad as data corrutpion!

40
Rejected / Texture issues in MM8DW1
« on: September 03, 2016, 08:49:13 AM »
MM8DW1 is, if I'm allowed to be brutally honest, the ugliest fucking map in the game.
(click to show/hide)

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