Advanced Search

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Asd967

Pages: [1] 2 3 ... 18
1
Cutstuff Discussion and Feedback / Re: Departure from MM8BDM/Cutstuff
« on: October 11, 2014, 08:56:51 PM »
Despite my departure from this community, this is a big moment and I feel like I have to say my words as well.
I always considered Ivory as the cornerstone of MM8BDM development, whether by leading expansions or setting the bar for map pack quality, this much growth could only be achieved by someone very dedicated to their cause.

Ivory, you've been an inspiration to many people, including me when I actually existed here.

Wherever you go, don't forget how important you were. I hope the best of outcomes for your future troubles and events.

2
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 08, 2011, 05:24:20 PM »
Uuh... in the last page, the last code submitted has each team with its own theme, as ewll as victory music and tie theme...

It's this one, in case you are wondering:
(click to show/hide)

3
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 08, 2011, 04:59:12 AM »
Thanks. Feel free to use it on your maps, no credit needed.
By the way, I like helping, so, if you need some help, just ask...
Coding optimization is very important to use since MM8BDM already uses a lot of checks like the Jump Cancelling script, which is run for every player, every tic and has a lot of checks and inventory management going on.

4
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 08, 2011, 04:24:18 AM »
Actually, your ACS code will generate a lot of lag if you use Delay(1); and Restart; simply because it'll run checks so much times.
Admitted, your code is good for the checks, but I'd use this one:

(click to show/hide)

This code makes less checks run per second, and eliminates the checks that are unneded. Therefore, less lag.
By the way, if you're using this on a per map basis, you don't need to check if the game's CTF or not since the map is only playable in CTF itself.
This code is untested, but by theory, it should work.
The only downside is that it needs 3 ACS Scripts slots. But for maps you have near 100 scripts, so that's not much troubling.

5
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 08, 2011, 02:06:37 AM »
Quote from: "Knux"
I just tested the script, and nothing happened until I figured out I had to click Compile Scripts. This is exactly what I was looking for, so thanks very much!  :D
Well, yeah, that's one thing ACS likes to trick you over. It saves nothing until you compile it, differently from your usual DECORATE coding that is actually implemented as soon as you click save...

No problem. I like to help.

6
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 07, 2011, 08:56:30 PM »
Not really.
Just make sure you don't use Par on the level's information.
Then make another script with a different number.
For instance:

Code: [Select]
script 1 OPEN
{
   if(GetCvar("ctf")==1){
      if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
      SetMusic("MM1BOSS");
      }
   }
   if(GetCvar("oneflagctf")==1){
      if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
      SetMusic("MM1BOSS");
      }
   }
   if(GetCvar("ctf")==0){
   if(GetCvar("oneflagctf")==0){
   terminate;
   }
   }
   Delay(35*2);
   restart;
}

Just put this on every CTF map you make and change the Music if you want.

7
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 07, 2011, 04:15:30 AM »
I'm not Mike, but...
CTF Music Change Script:

Code: [Select]
script 190 OPEN
{
if(GetCvar("ctf")==1){
if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
if(GetLevelInfo(LEVELINFO_PAR_TIME)==1){SetMusic("MM1BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==2){SetMusic("MM2BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==3){SetMusic("MM3BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==4){SetMusic("MM4BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==5){SetMusic("MM5BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==6){SetMusic("MM6BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==7){SetMusic("MM7BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==8){SetMusic("MM7OBOS");}
}
}
if(GetCvar("oneflagctf")==1){
if(BlueScore() == GetCVar("pointlimit") - 1 || RedScore() == GetCVar("pointlimit") - 1){
if(GetLevelInfo(LEVELINFO_PAR_TIME)==1){SetMusic("MM1BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==2){SetMusic("MM2BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==3){SetMusic("MM3BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==4){SetMusic("MM4BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==5){SetMusic("MM5BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==6){SetMusic("MM6BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==7){SetMusic("MM7BOSS");}
if(GetLevelInfo(LEVELINFO_PAR_TIME)==8){SetMusic("MM7OBOS");}
}
}
if(GetCvar("ctf")==0){
if(GetCvar("oneflagctf")==0){
terminate;
}
}
Delay(35*2);
restart;
}

As you can see, it takes the level's par and checks is there's one point left.
Same idea behind normal level's Music Change code.
What triggers is the line talking about BlueScore, RedScore and PointLimit.
They are Skulltag functions to check each team's scores, and PointLimit is the CVAR defined on the server.

8
Download link fixed.
Megaman V weapons now hosted on Wadhost.fathax.

9
Quote from: "chuggaafan1"
I... Thought you left...

~Cue sad music~

As a matter of fact, I did.
The only reason I'm updating this is because of my ties that can't be broken on this game, which is helping people with most of what they ask me for.
Or for my projects, like MMV Weapons and my version of classes.

10
New actors, the testing dummy, Item-2 and Noninstant E-tank!!
Download link is on the front page.

11
Makes some time that map got changed... a week or two it got the textures changed.
Though it wasn't my work, Galaxy did it. And I thank him for it.

12
Mega Man Discussion / Re: Mega Man for Smash Bros. Topic
« on: June 28, 2011, 07:37:21 PM »
Ya, ther same could go on Megaman's moveset, so you don't need to choose/overcomplicate with menus and etc.
Without saying it'll be pretty more unique.

13
Skins & Bots etc / Re: Fox184's Bots and stuff for the future.
« on: June 28, 2011, 06:14:59 PM »
Quote from: "Ivory"
almost got avatars removed from cutstuff because of rotating avatars. In short, don't do it.

Why are rotating avatars so bad?

14
Mega Man Discussion / Re: Mega Man for Smash Bros. Topic
« on: June 28, 2011, 05:35:11 PM »
Heck, that's overcomplicating.
If Megaman would get that, Kirby'd get it too.
Kirby's got a lot of powers that didn't got in, instad, he just got his copying ability and the other B moves and grabs became his games' abilities.
If you want something closer to what it would be, then just be simple and settle for 4 B-moves and grabs.
Perhaps mix the poewrs on the A moves as well.

15
Stuff changed around, fixed more things.. and...
Wadhost's down. Yay.
So, I'm gonna upload this new version on MediaFire until I can post on wadhost.
Yay for version bumpage.

Pages: [1] 2 3 ... 18