Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => DECORATE and ACS Modifications => Topic started by: Gummywormz on July 25, 2015, 05:38:00 AM

Title: DIRP / DX Classes [v1b]
Post by: Gummywormz on July 25, 2015, 05:38:00 AM
Download (http://gummywormz.github.io/dl/dirpclasses-v1b.pk3)
Download 2 (http://allfearthesentinel.net/download?file=dirpclasses-v1b.pk3)

Here are some random classes I made. Some of them are serious (Hoopa, Air Man DX, Hard Man DX), while some of them are jokes (Charge Man DX, Crystal Man DX). That's it really.

Class Descriptions:

(click to show/hide)
Title: Re: DIRP / DX Classes [v1a]
Post by: JaxOf7 on July 28, 2015, 04:55:16 AM
Careful with how you make Hoopa.
A simple Thing_Move towards a simple projectile makes it very easy to get out-of-bounds. You should consider a "SetActorVelocity port" like what Classes does with Magic/Dive/DynamoBolts, perhaps preceded with a thing_move to where you fired the hyperspace hole from.
And if you want him to Thing_Move to a place where he's already been like Magic/Galaxy does, just remember to give them a "nudge," otherwise they fall through linedefs. If you want to see this yourself, just use Hoopa to teleport over the MM7CLO pillars while standing still.