Cutstuff Forum
Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: CHAOS_FANTAZY on February 14, 2011, 01:30:15 AM
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As you've probably already noticed, I need to trade things back'n'forth between houses. My method of doing this is by uploading at one house, then downloading at the other.
Here, I'm posting my incomplete rendition of the Police Shield, a weapon from Mega Man Rocks! that works exactly like the Jewel Satellite. However, to prevent cloning, I came up with a new effect: you use it (and are then allowed to switch to other weapons without it disappearing) , and if you get hit by something that takes 50 points of health or more, it takes the hit for you.
It would be great to have someone explain to me exactly how to do this--I'm new to coding pretty much anything--but whatever. Like my first topic, I'll be posting what work I have down, and then asking a TON of questions.
INCOMPLETE POLICE SHIELD THING (http://www.mediafire.com/?ms769nholgw4byk)
-Of course, are all the sprites lined up in proper order?
-How would I rig it up to allow weapon switching without the Police Shield disappearing?
-What kind of Actor would I use to get the 50+ projectile(s) to interact with the shield so that they are both destroyed?
-Judged on this weapon's effect, how many uses do you think it should have?
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Make it an inventory item. When you use it it does this.
Gives you armour that protects you 100%.
It makes the sprite appear around you in the same way as starcrash.
A global ACS script checks if your armour is < 0. if it is less that 1 it stops making the sprite around you appear...
Yeah. What you wanna do is complex. I recommend you leaving it to woodman clone/protoman hybrid..
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I really didn't want it to be an inventory item, simply because I thought it wouldn't be useful if it only works once.
I now understand that what I want to do isn't the easiest; it would probably require a new actor--which I, obviously, haven't the capability of doing. I think I'll scrap this design and try a more basic weapon later, perhaps the Anchor Toss. For now, though, lock this.
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BUMP FOR NOT-AS-GREAT-AS-COULD-BE JUSTICE
That's right, I'm up to probably mind-blowingly complex weapon-making shenanigans again. It's another weapon seen in Mega Man Rocks!, this time, the Door Stopper. If you're familiar with the game, you know it kills anything. Instantly. And its reach is the entire screen. To prevent brokenness, I've cooked up a way to handle it: four uses of ammo, slow fire rate, but enough to kill you by expending the entire clip.
So basically, a heavy-duty radius weapon.
PROOF THAT I'VE ACTUALLY BEEN WORKING (http://www.mediafire.com/?o2u5yolnz87zlib)
Production is actually further along than both you and I think, but I still have a couple questions.
-For the third time over, I don't understand compiling. Why is it necessary, how do I do it, blahblahblah.
-I'm looking at the codes for Flash Stopper--the weapon featuring my preferred fire rate--and Centaur Flash--just a good guide for radius weapons in general--and I don't see where I'm supposed to input the damage it does. Where it normally goes is marked with 0, so...I'm kind of lost.
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Centaur flash just creates an invisible projectile that explodes instantly. the damage is determined in A_Blast or A_Explode.
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If you wanna make it kill everything on the screen, then A_BFGSpray
http://zdoom.org/wiki/A_BFGSpray (http://zdoom.org/wiki/A_BFGSpray)
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I did something amusing in my Marisa's Magic Missile. When the projectile hits something, it spawns both visual effect AND a (invisible) damage box. Here is the data on said "box":
actor MarisaBlast1
{
PROJECTILE
+RIPPER
+DONTSPLASH
-SHOOTABLE
+NOBLOOD
-SOLID
+FORCERADIUSDMG
bloodtype ""
+DONTRIP
+GHOST
+NORADIUSDMG
+THRUGHOST
Radius 128
Height 128
scale 2.5
damage (25)
speed 0
States
{
Spawn:
Death:
TNT1 A 1
Stop
XDeath:
TNT1 A 1
Stop
}
}
"But it is ripper, it causes a huge ass damage!", you may say. But the ripper's damage is per tic. So the "Damage Box" that i created behaves as a explosion radius with fixed damage regardless of how far the target is from the center. Might be handy for some other things too.
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Wow, you guys are being awfully helpful. Thanks for your support so far!
Centaur flash just creates an invisible projectile that explodes instantly. the damage is determined in A_Blast or A_Explode.
Thing about that--I see three different variables. Changing the first two doesn't affect anything, and changing the third one actually made the projectile cause damage to the user.
If you wanna make it kill everything on the screen, then A_BFGSpray
http://zdoom.org/wiki/A_BFGSpray (http://zdoom.org/wiki/A_BFGSpray)
I'll be sure to keep that in mind--I plan on redesigning the BFG sometime--but I think it's kind of broken to begin with. I don't think I'll use it for this weapon.
Big-ass quote featuring a very interesting actor
This'll greatly help my weapon along--but then it'll be almost exactly like yours. Thanks anyways. I'll see what I can't do.
(SLIGHTLY) UPDATED VERSION--STILL NOT DONE (http://www.mediafire.com/?hooz2jdjr7v501j)
The gun isn't lined up properly with all the others, and the palette keeps changing to Flash Stopper for some reason--probably because the file isn't compiled, which I still have no clue how to do. The ammo amount isn't changing, it can't get ammo from Energy Capsules, and--as already mentioned--it doesn't deal damage yet.
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http://zdoom.org/wiki/A_Explode (http://zdoom.org/wiki/A_Explode)
First one is explosiondamage, how much you want it do do. Set this to 25 for your desired effect.
Second one is explosionradius, how wide it is. Set this to a LOT to get your desired effect.
Third is if it hurts you. Keep this set to 0.
EDIT: I made a fully functioning version based on your coding if you want it.
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http://zdoom.org/wiki/A_Explode
...I should read that website more often if I'm going to get into making weapons.
Third is if it hurts you. Keep this set to 0.
And now for a stupid question: I've never played Mega Man 5, but from what I hear from rants, the Charge Kick is supposed to deal damage to mega Man upon use. Any idea why this is not in effect in MM8BDM?
EDIT: I made a fully functioning version based on your coding if you want it.
...Sure, why not? Like I've said, I don't believe in wasted ideas. Let's take a look.
At this rate, I'll never make a weapon myself...
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Hmm, now I feel bad 'cause I made the weapon for you, essentially.
Here's a list of stuff I remember I did:
Bumped ammo usage up to 7 to give it 4 shots, like you said.
Bumped explosion damage up to 30 'cause 25 never killed in four hits for some reason.
Bumped explosion radius up to 9999 from 25.
Fixed WColors and the Buster.
I will not be sending you it 'cause, y'know, yeah. Also, to compile, Download the latest one and put it in your SlumpED folder, (http://svn.drdteam.org/ACC/) then right click and compile.
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Hmm, now I feel bad 'cause I made the weapon for you, essentially.
LOL, it's fine, really. I follow CutManMike's philosophy of "nobody can reserve a weapon." 'Sides, you said you wanted practice making weapons. I'm rambling, though...
Also, to compile, Download the latest one and put it in your SlumpED folder, (http://svn.drdteam.org/ACC/) then right click and compile.
I'm not sure what that file is supposed to do, but it didn't help. Whenever I click "Compile ACS," it opens up another window in SLumpEd. This new window is--supposedly--a compilation of WCOLORS, but it has no files or lumps in it. You can save it, but that doesn't seem to mean anything to it. Upon being confused and exiting out of this window--like a normal person would--a message pops up, reading "compilation failed."
What am I missing here?
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Honestly, I have no idea what's wrong.
But uh, here you go, I guess.
http://www.sendspace.com/file/yi4nd9 (http://www.sendspace.com/file/yi4nd9)