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Topics - JaxOf7

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46
Closed / Silent Pain State while charging Pharaoh Shot
« on: July 31, 2016, 01:29:26 AM »
Code: [Select]
PLY1 H 1 A_ScaleVelocity(0.75) // I put a tic here. I hope it didn't break anything. Call 555-256-@CutmanMike for details

47
Closed / [Bug] Time Slow Cancel
« on: July 30, 2016, 03:57:58 AM »
Code: [Select]
TSLO AAAAAAAAAA 1 A_WeaponReady (WRF_NOFIRE)
TSLO AAAAAAAAAA 1 A_WeaponReady (WRF_NOFIRE)
TSLO AAAAAAAAAA 1 A_WeaponReady (WRF_NOFIRE)
Can switch from Time Slow then back to fire a time slow quicker.
If you meant to allow for other weapons but not Time Slow for a certain amount of time, use a powerup timer.
Also its max ammo is still 48. 28 would be more consistent with other weapons.

48
DECORATE and ACS Modifications / Archive Men
« on: July 18, 2016, 08:37:27 PM »


Got a favorite Megaman weapon set?
Feeling down from not getting to use those weapons more often?
Well, this is mod for you!
Choose the Megaman1,Megaman2,Megaman3... classes to use your favorite game's weapon set.
We'll try to match the weapons you pick up to your game's kit as well as possible.
Pick up Fire Storm as Megaman6? You get flame blast!
Pick up multiple fire weapons? No worries! You'll get a new weapon from your game each time!

Addendum:
ArchiveManCust now lets you select a game for each slot, or even nothing for a slot.
Server can set lo_sv_usecust 0 to disable this if this degree of freedom is undesired.

https://allfearthesentinel.net/zandronum/download.php?file=archivemenv2b.pk3

slightly more detailed explanation on weapon pick ups
(click to show/hide)

old conversion reference, not so useful since you can find this info through the in-game menu.
(click to show/hide)

old files
(click to show/hide)

49
W.I.P Forum / Stand Battles
« on: June 15, 2016, 04:55:24 AM »


Are you ready for the heated bonds forged on the battlefield?
Are you ready to share your destiny in blood with another?
Are you ready for something truly bizarre?

Play as someone's stand in this mod!

Currently intended just for TLMS, but you can try other team modes with it.

When you spawn, you get assigned to another person as a stand.
At round start, stand users and their stands are randomized.

Roles:
A stand: Fly around at high speeds as long as you want! Use alt to warp back to your user!
A stand user: Have a bit more defense!
A stand and a user make up a pair bound to each other.
A stand can only go so far away from their user before they automatically warp back to them.
If one person in the pair dies or otherwise RETIREs, the other dies as well.

A person: Welp, you didn't become a stand or get a stand. Looks like you're fighting normally.

A menacing person(strength of #): You're a person, but stronger! Players become this when their team is outnumbered. They are distinguished by floating over their head.

Available stands (You select what stand you want to become like a class):
The Megas: You fight like a megaman.
Star Platinum: A powerful melee stand. Your rapid punches slow you, but they hurt and block projectiles. Attack with star finger if you need a bit of extra reach or to stay mobile.
The World: A stand much like Star Platinum, boasting the same punches. But instead of star finger... it can stop time!
Stopping a player is a terrifying power no matter how you slice it, not even taking damage will free them!
But stopped players take half damage.
Charging this power takes a while and slows you, the charge can also be interrupted by taking damage.
When the world gets a time stop off, it can't actually do anything else until it has worn off.
Also don't try to have 2 The Worlds chain into each other, a player can't be stopped again for a while after a time stop.
Geb: You don't fly and you take more damage, but you can go very fast and very far from your user. You've got a rapid melee attack and an aoe that slows you.
Cream: A slower stand that shreds through enemies. Can go invulnerable and rush forward with a void that goes through walls. Can also hide itself and reappear with a void.
The Hand: A slower melee stand with a hand that shreds foes up close and sucks in guys a little too far way. It can also be charged for more power. However, this is all you got.
King Crimson: A confusing stand with the power to skip time.
Its attack is a warp then punch.
Over time, its Time Skip ability charges. It can then put foes around in Time Skip status, dealing no damage.
Foes in Time Skip are blinded and locked in place. They can still attack, but they do no damage until Time Skip ends. They also cannot be hurt.

debug commands:
"Give StandArrow" - you become a stand

http://allfearthesentinel.net/download?file=standbattlesv2b1.pk3

Extra Development/Contribution stuff
(click to show/hide)

50
Rejected / [Suggestion] Official Turbo Button bind + buffering
« on: May 31, 2016, 06:35:18 AM »
Sup core, I assume you're using A_Refire("states") to make your charge weapons have a 1 tic release window?
Cool, this isn't that.

So Megaman Anniversary Collection included a turbo button.

Our charge weapons have some use with being rapid fired.

However, we also have minimum time until they can be fired again, with no sort of buffer system.
A huge buffer system would bloat code.

So let's just have a turbo button and a small buffer.

http://www.best-ever.org/download?file=turbobuttontest2.pk3
The turbo fire is in customize controls.
The weapons measure the time between your shots. (So be sure to look at these before you brag "I don't need a turbo button")
Alt is in-weapon rapid fire.
Item adjusts ROF.
The weapons have different amounts of buffering. (Etank: no buffering, current. Item1: Some buffering, simple. Item2: More buffering, a bit more complex)

The buffer in the Item2 Weapon is what I'm recommending.

51
Closed / [Future Suggestion] Lightning weapons and pierce armor
« on: May 23, 2016, 04:19:30 AM »
So lightning weapons greedily use +PIERCEARMOR because Junk Shield gets peirced by electric weapons and it is the only way in vanilla to gain armor.
But, say a mod wants to give a player another set of armor that doesn't get pierced by electricity? Or vanilla makes another method of gaining armor possible? (Actually, "Terminator" exists and gives armor... why would electricity pierce that?)
So the premise behind this feature is: have electric weapons fire a piercing and a non-piercing version at the same time. You are then always immune to either the piercer or non-piercer. Also, everything else is immune to the piercer so they dont' take double damage for no reason.
However, making everything immune to a damagetype requires the "damagetype declarations" feature.
That's not in the current version of zandronum... but it seems to be in the beta.
So this is a suggestion for the future when that feature goes stable.

Mirror buster item gives armor that doesn't get pierced. Junk Shield item gives armor that gets pierced by lightning.
Also MM1FIR has a yellow electric-type trap.
(For current zandronum, non-players are vulnerable to the piercing damagetypes)
http://www.best-ever.org/download?file=armorpierce3.pk3

(For future zandronum, non-players properly immune to the piercing damagetypes)
http://www.best-ever.org/download?file=armorpiercev1.pk3

implementation notes:
*the piercers are fired first so they have priority for hitting things. Say you hit a 1 hp oil canister with spark shock. The piercer hits it and does nothing, the non-piercer then hits it, it explodes, no fuss. But if the non-piercer hit first... it would explode and then the piercer keeps going forward! What a mess!
*gemini laser is an electric weapon for testing purposes. bouncing weapons are a complex case, as there is randomness when they bounce off actors, so firing 2 at the same time isn't an option. I opted for "projectile layering" and keeping dead players solid for a bit so gemini lasers don't go through after killing an armored individual.
*the piercers are supposed to be +INVISIBLE in final implementation as that consumes less vid resources, but it is commented out at the moment for testing to make sure there is no way to seperate the piercers and non-piercers

52
Closed / [Future Suggestion] Easier to light oil slider
« on: May 23, 2016, 03:47:11 AM »
So oil slider is pretty hard to light if you're using fire weapons that don't explode. That's not too fun.
So the premise behind this feature is: have all fire weapons make an explosion on impact that only affects oil.
However, making everything immune to a damagetype requires the "damagetype declarations" feature.
That's not in the current version of zandronum... but it seems to be in the beta.
So this is a suggestion for the future when that feature goes stable.

(For current zandronum, everything is vulnerable to the "ignite" damagetype)
http://www.best-ever.org/download?file=welit2.pk3

(For future zandronum, making things properly immune to the "ignite" damagetype"
http://www.best-ever.org/download?file=welitv1.pk3

Edit: Also, when an oil slider ignites, it too does the explosion, so trails of ignited oil slider, whoo.

53
Closed / PowerStone Recode
« on: May 18, 2016, 04:52:29 AM »
Power Stone code looked messy, also tricky to modify if you wanted a different curve or speed.
So I made it smoother.
Recolored stones included to show what kind of stuff you can do. Red is the one closest to current power stone.
(click to show/hide)
http://www.best-ever.org/download?file=powerstonerecode.pk3

54
Graphic Alterations/Submissions / Weapon color limitation violations
« on: April 20, 2016, 04:56:19 AM »
Alright, so in the nes megamans, weapons have a very simple color limitation rule: "only use the colors that are on megaman."
Not gonna rally against our use of alphas, or point out that using all of Megaman's colors in a single projectile would cause lag on the nes, or even rally against our use of a bunch of colors in Proto/Bass/Duo HUDs.
Just want our projectile sprites, weapon icons, and translations to follow this limitation. Like if you were to just see them on a sprite sheet.

Currently exlcuding:
Super Arm. That is really different.
Oil Slider Flame.
Icons that use a slightly brighter black for backgorund. This is just a tricky issue in general.
Sakugarne Rocks.

Problematic
(click to show/hide)
And my proposals
(click to show/hide)

Proposals in action here:
http://cutstuff.net/forum/index.php?topic=10867.0

(old pictures)
(click to show/hide)

55
Closed / Returning Duo Fist Visual nitpick
« on: April 20, 2016, 12:54:00 AM »
Fist goes out with a wire coming out of the wrist.
Then when it returns, the fist turns to face the owner somehow when that doesn't really make any sense. Should be facing away from the user as they reel it in.

56
Closed / [Suggestion] AoE Effects
« on: February 01, 2016, 11:36:50 PM »
http://www.best-ever.org/download?file=aoeparticles2.pk3
So Centaur Flash is getting a non-canon particle effect in the next update.
AoE effects allow people to see AoE attacks from a distance and better discern when they have been used in general, especially in team games.
So I made effects for the remaining 3 invisible AoE weapons: Time Slow, Flash Stopper, Gravity Hold.

57
Closed / Incomplete hazard damage types
« on: January 23, 2016, 09:25:15 PM »
Missing some hazard damage types.
You should have these so that mods that upscale hp can upscale the hazards as well, or when people make things that are (un)affected by hazards (like my Yoku Attack from INSPIRE) (or in case shock guard comes into being).
Also consistency.
(click to show/hide)
This feature is complete when HazardMan can run around any map without dying.

58
Closed / MM8CLO healing
« on: January 23, 2016, 08:43:41 PM »
So LMS/Buckshot/Instagib removes items.
Far as I'm concerned, the pink square healing is essentially an item.
So let's fix that and/or make it moddable without having to replace MM8CLO.

(click to show/hide)

So yeah, takes a heal source out of LMS and lets mods that upscale their hp replace the mm8clo decorate file and also have their heals upscale.

59
Closed / [Bug] Dropping busters on death
« on: January 17, 2016, 08:32:34 PM »
Sv_weapondrop 1
Have someone use a buster upgrade and have that buster selected.
Have someone who doesn't have that upgrade kill them while walking into them from behind.
"Spawn:
WEA3 P 0
stop"
does not resolve.
+INVENTORY.UNDROPPABLE is for co-op drop, not drop weapon on death.
This problem is fixed with dropitem "".

How I would fix this problem is make a "MM8BDMWep" actor for busters and weapons to inherit from so dropitem "" can be given to megabuster and busters while keeping everything else droppable.
And while we're at it, since MM8BDMWep has
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
instant select/deselect states
Those can be removed from everything else.

60
DECORATE and ACS Modifications / Red Health
« on: January 03, 2016, 08:37:04 PM »
http://www.best-ever.org/download?file=redhealthv1a.pk3

Had this idea a while ago, was spurred on by the erosion mechanic in that mod Stardust made.
Based off of red health from fighting games, each time you take damage, your max health decreases. The amount that is recoverable is "red health."

Intended this for duel in order to ensure that matches progress, but I don't thing the duel guys will go for it.
Maybe I can work it into some sort of lms mod down the line.

(click to show/hide)

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