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Author Topic: Special Classes Add-on (Version 3.2)  (Read 28478 times)

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October 24, 2012, 08:45:23 PM
Reply #15

Offline Hallan Parva

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Re: Special Classes Add-on (Version 3.2)
« Reply #15 on: October 24, 2012, 08:45:23 PM »
Quote from: "SilverSin"
Looks like Neo has some competition!
A competition implies that both sides are somewhat evenly matched. :ugeek:

Honestly? If Saxton was hosted with this right here, I'd play it a lot more.

October 24, 2012, 08:49:53 PM
Reply #16

Offline tsukiyomaru0

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Re: Special Classes Add-on (Version 3.2)
« Reply #16 on: October 24, 2012, 08:49:53 PM »
Hahah, nah, not competition... At least I think so. It would be if I created something closer to his, where you start with a set of weapons.

October 26, 2012, 07:27:29 PM
Reply #17

Offline Beed28

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Re: Special Classes Add-on (Version 3.2)
« Reply #17 on: October 26, 2012, 07:27:29 PM »
This is very good; but two issues:

Are the classes supposed to pickup and use the other weapons like normal?

Also, skins don't work when using in conjunction with a Classes mod. Can you fix this?

Anyway, nice work on this!

October 26, 2012, 08:22:40 PM
Reply #18

Offline Korby

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Re: Special Classes Add-on (Version 3.2)
« Reply #18 on: October 26, 2012, 08:22:40 PM »
Skins don't work in conjunction with a classes mod because skins are disabled for Megaman class, and I assume these all use him as a parent.

October 26, 2012, 10:47:07 PM
Reply #19

Offline tsukiyomaru0

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Re: Special Classes Add-on (Version 3.2)
« Reply #19 on: October 26, 2012, 10:47:07 PM »
Quote from: "Beed28"
This is very good; but two issues:

Are the classes supposed to pickup and use the other weapons like normal?

Also, skins don't work when using in conjunction with a Classes mod. Can you fix this?

Anyway, nice work on this!
Quote from: "Korby"
Skins don't work in conjunction with a classes mod because skins are disabled for Megaman class, and I assume these all use him as a parent.
Actually... The skins works! It's just that I forgot to add NoMenu to prevent the classes from appearing in the "start game/campaign" classes menu. Now, if you got to Player Setup and chose a non-Random class, you can choose your skins freely.

As for the weapons pickup, it was intentional. But I might control that aspects for some classes ina future version (3.3 and 4.0)

October 29, 2012, 03:48:13 PM
Reply #20

Offline Beed28

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Re: Special Classes Add-on (Version 3.2)
« Reply #20 on: October 29, 2012, 03:48:13 PM »
Just came to report this;

This does not seem to work with Rockman No Constancy. :(

I don't know what happens, but it completely screws up the player, either going at light speed with the camera down all the way to the ground or just outright killing you instantly when you spawn.

October 29, 2012, 05:06:14 PM
Reply #21

Offline tsukiyomaru0

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Re: Special Classes Add-on (Version 3.2)
« Reply #21 on: October 29, 2012, 05:06:14 PM »
Quote from: "Beed28"
Just came to report this;

This does not seem to work with Rockman No Constancy. :(

I don't know what happens, but it completely screws up the player, either going at light speed with the camera down all the way to the ground or just outright killing you instantly when you spawn.
RnC replaces Megaman and wipes Megaman off the classes list, that I'm sure. And causes a funny error on my end when I try to use them: crashes on startup. I've seen this happen in mods that lacks the vanilla Megaman as a playable class. And, yes, both of those could be bug of the RnC expansion itself, I will talk with them and see if they can help me understand this.

October 29, 2012, 11:22:50 PM
Reply #22

Offline JaxOf7

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Re: Special Classes Add-on (Version 3.2)
« Reply #22 on: October 29, 2012, 11:22:50 PM »
Found it.

+INVENTORY.AUTOACTIVATE and Use is a piece of shit.
Use Pickup instead.

actor CheckTotalHealth : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_TakeInventory("HealthCounter",999)
TNT1 A 0 A_GiveInventory("HealthCounter",100-health)
TNT1 A 0
stop
}
}

actor ODCheckSpawner : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_FireCustomMissile("ODCheck",0,0,0,0)
stop
}
}

actor ODSparkleSpawner : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_FireCustomMissile("ODSparkle",0,0,0,0)
stop
}
}

actor ODParticleSpawn : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ODSparkleParticle",Random(-6,6)*4,Random(-6,6)*4,Random(-6,6)*4,0,0,8)
stop
}
}

October 29, 2012, 11:33:46 PM
Reply #23

Offline tsukiyomaru0

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Re: Special Classes Add-on (Version 3.2)
« Reply #23 on: October 29, 2012, 11:33:46 PM »
Quote from: "JaxOf7"
Found it.

+INVENTORY.AUTOACTIVATE and Use is a piece of shit.
Use Pickup instead.

actor CheckTotalHealth : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_TakeInventory("HealthCounter",999)
TNT1 A 0 A_GiveInventory("HealthCounter",100-health)
TNT1 A 0
stop
}
}

actor ODCheckSpawner : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_FireCustomMissile("ODCheck",0,0,0,0)
stop
}
}

actor ODSparkleSpawner : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_FireCustomMissile("ODSparkle",0,0,0,0)
stop
}
}

actor ODParticleSpawn : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
states
{
Pickup:
TNT1 A 0 A_SpawnItemEx("ODSparkleParticle",Random(-6,6)*4,Random(-6,6)*4,Random(-6,6)*4,0,0,8)
stop
}
}
I noticed that, but I'm going to redo that piece to NOT use an external actor this time. Yes, Flash State this time.

October 31, 2012, 02:47:13 PM
Reply #24

Offline Bacon

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Re: Special Classes Add-on (Version 3.2)
« Reply #24 on: October 31, 2012, 02:47:13 PM »
why isn't anyone hosting this already?

October 31, 2012, 08:25:52 PM
Reply #25

Offline Zard1084

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Re: Special Classes Add-on (Version 3.2)
« Reply #25 on: October 31, 2012, 08:25:52 PM »
Thats what i'm Wondering..... these classes are fun to play as and you can still pick up stuff and you have Desperation attacks too!! i mean this works with nearly everything (except some modes and expansions but that will be fixed soon)

February 26, 2013, 03:30:40 PM
Reply #26

Offline ChaoticChao

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Re: Special Classes Add-on (Version 3.2)
« Reply #26 on: February 26, 2013, 03:30:40 PM »
These classes are amazingly simple, yet effective.

March 09, 2013, 02:51:33 AM
Reply #27

Offline Ceridran

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Re: Special Classes Add-on (Version 3.2)
« Reply #27 on: March 09, 2013, 02:51:33 AM »
Someone needs to host this.

Also, please..

.. Please do not use Stoneman with the Flame Class.

March 09, 2013, 09:23:49 AM
Reply #28

Offline Beed28

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Re: Special Classes Add-on (Version 3.2)
« Reply #28 on: March 09, 2013, 09:23:49 AM »
I would love to see the Flame and Phoenix busters being able to set fire to oil in the next update.

September 18, 2017, 12:42:19 AM
Reply #29

Offline Lucky104

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Re: Special Classes Add-on (Version 3.2)
« Reply #29 on: September 18, 2017, 12:42:19 AM »
Awsome job can't want to see more!