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Messages - Mr. Wint

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1
Well, I'm not really ragequitting, but thank you.

2
Making a map for this...it's more scripting than mapping, right?

3
Quote from: "Qent"
recreating all classes

Sorry, but fuck that shit.  I don't have the time or patience for something redundant like that.

4
Ah, right.  Well, I posted about it on the Zandronum tracker, and they're gonna cover that use case before they remove ConsoleCommand().

5
Maps / Re: Working on Maps For Server
« on: August 09, 2013, 03:55:51 AM »
Only one way to find out.

6
I'm not using consoleCommand("kill"), I'm just using good old-fashioned scripting and TIDs for that.

7
Quote from: "Balrog"
Not really. Your options are:
2. ragequit and start your own indie development house like Ijon Tichy did

Believe it or not, that's exactly what I'm doing.  Just released my first game, too.

Quote from: "tsukiyomaru0"
Rather than having it change player info, have it do this:
On Spawn/Respawn, check what is playerinfo_class (or something). If it is non-random, constantly kill that player OR force spectate.. The script should not loop, so it checks only ONCE within every spawn or respawn

I had considered that, but if possible I would prefer to kill the player and set him on random automatically.  I may just have to concede to that workaround, though.

8
For some reason, Force Random seems to be broken.  I've encountered two main problems with it;

- It can detect whether or not your class is random, and then kill you, but it doesn't change it for you.  This is a problem in any game that respawns people instantly (because then you'll just die and die and etc, etc.)
- It winds up kicking everybody because it floods the server with changing player info.

God damn, ACS's execution environment is weird.  Any tips on this?

9
Anything Goes / Re: Geminibro's Punch-Out!!
« on: July 05, 2013, 09:10:46 PM »
GitHub.  Enough said.

10
Anything Goes / Re: Geminibro's Punch-Out!!
« on: July 05, 2013, 05:44:51 PM »
Are you going to open source this?

11
In that case, I'll settle for Austin Powers.  Is there some debug mode where I can choose Hales, though?  I can't actually make one if I have to rely on chance to test it.

12
I tested this mod more extensively, and it turns out that it only worked on local games.  So I went ahead and fixed that bug.  Sorry about that.

13
Quote from: "Superjustinbros"
Someone on a Saxton Hale server (using the originals since they're compatible with classes) recommended we suggest and use original characters for Hales rather than resorting to characters based on a variety of very well-known fictional characters (especially TF2).

Oh, and I preferred the original themes for Pissed off Roll and Gentle Spy.

Honestly, I agree.  I just like James Bond.  Maybe he can be one of the last.

14
Quote from: "Knux"
Hilman's blue soldier looks like a nice base for Bond, IMO. You need to ask for his permission though.

Link?

Quote from: "Balrog"
This isn't bad. 100HP per player seems a little low, though. Quote and Curly each get 600HP plus 100 per player, for reference. Remember that on some maps you won't have room to sneak around and stuff.

I'll see if I can throw something together.  I just need some time to look at the code for Saxton Hale.

15
What if we want to add a class to this mod?  I was thinking about putting together a James Bond Hale.  I can do the code and sounds, but I'd need the help of an artist.  Here's some general ideas:

Name: Bond, James Bond
HP: 100HP per player
Skin: A custom skin
Theme: Either the original James Bond theme, or one of the level themes from GoldenEye 007.  I think the original would work surprisingly well, though.
Death: Collapses on the ground, and the GoldenEye 007 death theme plays.
Main: Walther PPK.  A pistol with unlimited ammo, though it still needs to be reloaded every few shots.  Fast and accurate, but not very strong.  Obituary could be "James Bond (%o) exercised his license to kill on %k"
Alt-Fire: A close-range Karate Chop, the infamous melee attack from GoldenEye 007.  Very powerful, but close-range only.  Obituary would be the same.
Super Jump: Either a grappling hook or the jet pack from Thunderball.
Rage: Summon some soldiers, agents, etc. to fight, as seems to happen near the end of every Bond movie.  They can be killed, and quite easily, but there's plenty of them to go around.  Obituary might be "%k was eliminated by Her Majesty's Secret Service".  The more players that are alive, the more soldiers will appear.
Encouraged Play Style: James Bond is not designed for full-on assaults.  If he's going to take down umpteen players, he's going to pick them off one by one.

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