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.


Topics - JaxOf7

Pages: 1 ... 3 4 [5] 6
61
Closed / [Suggestion] Pharaoh Shot explosion effect
« on: December 01, 2015, 06:28:58 AM »
So pharaoh shot does splash damage, but when hitting things, it just disappears with no indication that it does splash damage.
It's jarring to say the least, imagine if other explosive weapons just disappeared like that.
Can also guarantee that people who first try the weapon don't even know it does splash.

Yeah it didn't have an explosion graphic in MM4, but it also didn't explode in MM4. It's a non-canon addition that requires non-canon compensation.

62
Rejected / [Suggestion] Copy Vision aiming laser
« on: November 28, 2015, 03:31:06 AM »
http://www.best-ever.org/download?file=targetaimpointdisplay.pk3
http://www.best-ever.org/download?file=copyvisionj.pk3

So first file is a copy vision aiming laser as well as displaying the target marker when using remote mine and copy vision. These display only for the user through Clientside.
I don't consider displaying the target marker to be very good since that literally is just your crosshair, however I am vouching for the aiming laser since it seems helpful for knowing as fast as possible what your copy vision can shoot. Inspired by the TF2 Wrangler sentry laser and seems like good design.

So the aiming laser in the first file is choppy cause I tried to touch as few things as possible.
2nd file I reworked Copy vision in general to make the laser smooth and added a couple other features I wanted on Copy Vision.
*Using Copy Vision and Remote Mine together won't try to spawn multiple target markers.
*Copy Vision aiming laser
*Copy Vision Buster fire is identical to the Copy Vision's shooting
*When using a weapon other than CopyVisionWep, deployed copy vision's duration depletes twice as fast. Duration longer.
*Holding fire at the time copy vision runs out will deploy another one as fast as possible.
The latter features are to tackle the problem of CopyVisionWep itself not being used as a weapon with people mainly just deploying a vision then using another weapon.
Weapon mixing isn't bad per se, I just would like the option of switching off of copy vision to not be the always optimal correct option.
Final note is that reduced duration when switched off CopyVisionWep can technically also help the weapon since it means you can quicker redeploy if you placed it in a bad spot.

63
Closed / Ammo array condense
« on: November 02, 2015, 04:43:34 AM »
http://www.best-ever.org/download?file=mm8bdmammoarraycondense.pk3

Ok so there's an array dedicated to the names of weapons and ammo, and then another array dedicated to listing their max ammos  and ammo multipliers.
First off, listing max ammos isn't needed anymore because GetAmmoCapacity is a thing, and using GetAmmoCapacity would allow compatibility with mods that use SetAmmoCapacity.
And ammo multipliers can be inputted as strings in the main array and then read as integers. Maybe that takes up processing? It's certainly more convenient though.

So yeah, just one array. Cool, isn't it?

64
DECORATE and ACS Modifications / LMS Loadouts
« on: August 23, 2015, 05:41:11 AM »
https://allfearthesentinel.net/zandronum/download.php?file=lmsloadouts-8bdmv5d-2.pk3
(click to show/hide)

Just to be clear, this be the whole vanilla lms set with no modification, I wholly expect people running around with plant barrier and leaf shield above other shields. Please see derivative mods of this basic proof of concept for actual fun.

old post
(click to show/hide)

65
Rejected / [Suggestion] CTF Map Codes
« on: August 17, 2015, 10:33:57 AM »
Mus already made a thread about a rather large change to the CTF maps, but this is a different suggestion so here goes.
"Player called a map change vote for MMCTF13"
"Crap, which one was that again? Like literally have only a number to work with here."

Basically, let's just have 3 letter abbreviations like our regular maps.
(click to show/hide)

(btw, for those not in the know, map code char limit is 8)

66
Closed / [Skin Nitpick] Search Shoulders
« on: August 11, 2015, 01:18:19 AM »


So imma level with you here
Search has got a pretty confusing sprite color-wise what with the camo.
But something that is consistent in his design is the matching color of his shoulders and the tops of his feet, they are green.

So please just recolor the shoulders of his skin cyan.

And no, don't recolor his feet blue instead, brown is Search's darker color and therefore his primary color, also evidenced by homingsniperwep's primary being brown.

And after doing this, don't forget to invert the colors of the Search Man actor lest he get brown shoulders & feet tops.

67
DECORATE and ACS Modifications / Team color outlines
« on: September 30, 2014, 12:25:30 PM »
Based off of Smash Bros 3DS's team color outlines.
http://www.best-ever.org/download?file=teamcoloroutlineb2.pk3


68
DECORATE and ACS Modifications / Weapons and items on the minimap
« on: September 17, 2014, 09:58:30 AM »
http://allfearthesentinel.net/download?file=minimapiconsmm8bdm-v5a.pk3



Beed made one a while ago, but never updated.

For when Zandronum 3.0 rolls around
(click to show/hide)

69
W.I.P Forum / Duel Correction
« on: August 22, 2014, 03:49:57 PM »
http://www.best-ever.org/download?file=duelcorrectionv2f.pk3

Not-quite stock duel.
Gives the opponent a frag when you self destruct through a hacky instakill method.
An included bonus: "Give killbuster"

70
Projects & Creative / Team IMbalance and Basic Boss Mode
« on: July 02, 2014, 05:45:03 AM »
https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2chhh.pk3

Based on those suggestions of making the outnumbered team more powerful in team games as opposed to switching their team, I made this.

CVars

sv_teamimbalancegame - leave as true to enable Team Imbalance Deathmatch scoring in Teamgame(ACS).
sv_teamimbalance - leave as true to actually use this mod. I dunno, I might include this mod in others or something.
(sv_useteamstartsindm - default zandronum setting, but relevant since Teamgame(ACS) in this mod uses DM starts. use this setting to restore default Teamgame(ACS) start behavior.)
these modify imbalance buffs by multiplying and dividing them
ImbalHealth_Mult & ImbalHealth_Div - The max health bonus. Do note this affects both health and ammo pickups.
ImbalPower_Mult & ImbalPower_Div - Overheal power bonus. Also affected by health.
ImbalAmmo_Mult & ImbalAmmo_Div - Ammo capacity bonus.
aliases that work as presets for those vars
imbalmode_even - health 1/1, power 1/4; ammo 1/2 (default)
imbalmode_glass - health 1/2, power 1/1; ammo 0/1 (lack of ammo modification means fewer compat concerns)
imbalmode_tank - health 3/2, power 0/1; ammo 1/1

https://allfearthesentinel.net/zandronum/download.php?file=basicbossmodev1ahh.pk3

Simple boss selector.

This + TeamImbalance = probably the most basic form of Saxton Hale.

Automates imbalancing the teams for you. Uses a "score queue" to make boss picking more fair.

CVars

SAX_STARTUPTIME - Just make sure this is less than sv_lmscountdowntime.
SAX_MIN_OUTUNUMBER - the minimum number of survivors per boss.
SAX_BONUSTHRESH - the bonus threshold. deal more than this amount of damage to show up on the end damage report and get a bonus point. default 25.

71
W.I.P Forum / Weapons in inventory display
« on: June 04, 2014, 08:51:55 AM »
http://best-ever.org/download?file=weapondisplayv1b3.pk3

It's v1b3 because it currently looks like ass.


72
DECORATE and ACS Modifications / Ammo in LMS v1
« on: May 07, 2014, 02:05:03 AM »
http://static.best-ever.org/wads/lmsammov1.pk3

Keeps weapon energy pickups in LMS.
Also removes Dive Missile, Skull Barrier, and Plant Barrier from LMS weapon rotation

73
DECORATE and ACS Modifications / Respawn Delay v1
« on: March 04, 2014, 06:22:49 AM »
delays your respawn

cvars
SV_RESPAWNDSTART: actually starts the respawn delay. just leave true.
SV_RESPAWNTIME: respawn delay in seconds. default is 5.

standard file that's probably been made before and would probably work in all zandronum mods.
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj3.pk3

file that includes a recode to fix minor 8bdm specific bugs (weapon energy color & exit unit visual).
https://allfearthesentinel.net/zandronum/download.php?file=respawndelayj3-8bdmv6a.pk3

74
DECORATE and ACS Modifications / Expanded Team Colors
« on: February 18, 2014, 01:57:16 AM »
http://static.best-ever.org/wads/expandedteamcolorsv1h.pk3

(click to show/hide)

Made everyone strut their team colors more.
Might make charge weapons glow next.

Edit: Screwed up darker shades, fixed now.

75
DECORATE and ACS Modifications / PreferredSkin Weapons
« on: February 18, 2014, 01:43:26 AM »
http://static.best-ever.org/wads/weaponskinchangev1.pk3

Not sure why I made this.
It makes your skin change to the robot master of the weapon.
I guess you want to use this if you want to see players' weapons in some way in team games, or want to play some games with the colorblind.

Pages: 1 ... 3 4 [5] 6