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Topics - Audiophile

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1
Skins & Bots etc / Audio's Imagery (Sinistar Now Available!)
« on: March 13, 2011, 12:37:03 AM »
My collection of sprites andor skins. I might add other types of images as the whim strikes me.

Buster Rod-G - Over 100 downloaded!

Download Now: http://www.mediafire.com/?6ebbaesjgtot3rl

(click to show/hide)

Source sprites ripped by "NES Boy", hosted at http://www.spriters-resource.com

Mega Water-S

Download Now: http://www.mediafire.com/?36uwp4unvc1b3vn

(click to show/hide)

Source sprites ripped by "Yawackhary", hosted at http://www.spriters-resource.com

Link

Download Now: http://www.mediafire.com/?p58jb116v1i1sj7 (Updated to avoid conflicts)

(click to show/hide)

Source sprites ripped by "BruceJuice", hosted at http://www.spriters-resource.com

Sinistar (BEWARE, I LIVE!)
Taunts Included!

Download Now: http://www.mediafire.com/?d637z4vhmz9odro

(click to show/hide)

Upcoming Projects
(click to show/hide)

2
Maps / Audio's Files
« on: March 01, 2011, 09:47:32 PM »
A collection of MM8BDM maps i have unleashed upon the world

Battle Bots Arena - 20XX

A re-imagining of the arena form the television program "Battle Bots"
(click to show/hide)

Download now: http://www.mediafire.com/?fp3pp137ig33yx2 (updated)


Lengthy

I spent the Longest time rehashing this map for those that prefer their Combat to be more Evolved.

(click to show/hide)

Download now:
Deathmatch version: http://www.mediafire.com/?jrnkdhdgbnuybed
CTF version: http://www.mediafire.com/?pe55t7x90wb9aal

3
Maps / sector damage - instant damage?
« on: March 01, 2011, 06:41:55 PM »
having a bit of trouble with a particular trap I'm working on. I have spike pits set up around the map that, when walked over, rise up and damage the player.

the problem I'm encountering is, if you move out of the sector quick enough, you will not take any damage. I've tried to counter this by increasing the friction for said sectors, but to no avail.

Is there a way to make it so a player will take damage the instant they enter the sector?

4
Maps / ACS scripting question - Random ThrustThing values
« on: February 28, 2011, 07:51:43 PM »
As this is my first post, I would like to extend my greetings to the forum community.

With that out of the way, I'm in the process of making my first map. I'm trying to make a sector that, when stepped on, will thrust the player in a random direction at a random speed.

I've been doing some research on scripting and put together a patchwork of code I was able to assemble with the limited knowledge on the subject I have.

It is as follows:
Code: [Select]
#include "zcommon.acs"

int angarr[8] = {0,32,64,96,128,160,192,224};
int achoice;
achoice = angarr[random(0,7)];

int thrarr[6] = {5,10,15,20,25,30}
int tchoice;
tchoice = thrarr[random(0,5)];

script 1 open {
        thrustthing(achoice,tchoice,0,0);
        delay(1)
        }

I know this is incorrect, as it will not compile. My question is; Would this be an error in syntax, or the wrong methodology, or a combination of the two?

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