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 - JaxOf7

Pages: 1 ... 6 7 [8] 9 10 ... 43
106
Projects & Creative / Re: Team IMbalance
« on: June 20, 2019, 09:09:40 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossmodev1a.pk3

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

A person gets selected as sole person on red team.
Or maybe a few more if the server is big enough.

There's a "score queue" the boss is picked from. Only top scores are selected for boss.
You get score just by playing a game.
But you can also get a bonus point by dealing more than 25 damage to the boss. aka: making an effort.
Once you've played boss, you lose score. If you were the sole boss, it's back to 0. If you had to share the spotlight with other bosses, you lose less.

CVars

SAX_STARTUPTIME - Just make sure this is less than sv_lmscountdowntime.

107
Projects & Creative / Re: Team IMbalance
« on: June 18, 2019, 11:53:54 AM »
Added the aura go invisible if user does. With CFlash at least.
Added a check for "FraglessKillFlag" to Team Imbalance Deathmatch. Using this for something else.

https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2a.pk3

108
Projects & Creative / Re: Team IMbalance
« on: June 04, 2019, 11:36:51 AM »
Whoa nelly, an update.
I have redone this concept quite a bit.
Now instead of a static attack/defense increase, outnumbered players get a health boost. And with extra health, comes extra attack. But lose that extra health, and your attack power goes back to normal too. This is meant to simulate how a team naturally loses power as its members die.
But how exactly do you tell how powerful a person is? Well just like how you can see a crowd of people, you can see the outnumbered's Power Aura!

The bigger the aura, the faster you should be running away.

I've also extended this mod to work outside TLMS. This includes modes with health/ammo pickups. You'll have to pick up more to recover if you're outnumbered, but that's fine because the pickups also give more.

But I'm not done yet!
So TDM, my favorite mode, already isn't that bad with imbalanced teams. Yeah a team has more killers, but they have less people to kill. It wouldn't exactly be fair to buff up an outnumbered guy to cut swathes through the enemy team, but then be worth just 1 point when he's killed.
So let's make him worth more points.
Introducing Team Imbalance Deathmatch! It replaces Teamgame(ACS). It does what I just said: outnumbered teams are stronger, but killing them is worth more points.
However, there are some settings in case you want to reinstate Teamgame(ACS) in case you wish to test this mod with other mods.

Here are the 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.)

other notes
Health Numbers currently only go up to 999. Don't really wanna mess with SBARINFO as that could muck up compatibility.
Might implement some damage limit code so buffed up players aren't instantly slain by Atomic Fire and Top Spin and the like.
Might make the aura go invisible if player does via CFlash/Class abilities/etc.

https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2.pk3


109
Bugs/Suggestions / Re: CoreAltfire/FuncFire recode
« on: March 20, 2019, 08:09:06 AM »
Working on a mass recode for all the weps
wanted to put in basic bot support, but that sadly requires updating all these files.
So here's those, also some minor updates in general, like better metalblade.


Old files

110
Bugs/Suggestions / Re: CoreAltfire/FuncFire recode
« on: February 19, 2019, 12:47:45 PM »
Redone.
Beat works with v5d.
No more desync issue.
New stuff, change in suggestion scope.

Old version of first post
(click to show/hide)

111
W.I.P Forum / Re: Expand8bdm system
« on: January 18, 2019, 01:47:13 AM »
Power and Jet adapter.
Not quite how they were like in classes.

https://allfearthesentinel.net/zandronum/download.php?file=expand8bdmm6rushb1.pk3



And some extra icons in line with http://cutstuff.net/forum/index.php?topic=10844.0


112
W.I.P Forum / Re: Expand8bdm system
« on: December 19, 2018, 10:37:41 AM »
An update from v5c to v5d... and with it, loadouts!
Unfortunately, loadouts mean a change in weapon definition format, so had to update those...

Updated Files
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdm-v5d-b1.pk3

(Test files
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdmaddfirebuster3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expand8bdmaddicebuster3.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandweaponaddcircuitbreaker2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expandweaponaddnitroblast2.pk3
)

Content files
https://allfearthesentinel.net/zandronum/download.php?file=expwep-inspiretroid-b2.pk3 (Weapons have their names when switched to)
https://allfearthesentinel.net/zandronum/download.php?file=expwep-mmrf-b2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=expwep-mmu-b3.pk3 ("Arsenel" -> "Arsenal")
https://allfearthesentinel.net/zandronum/download.php?file=expwep-rnc-b4.pk3

old files

113
Closed / [Bug] Noise Crush
« on: December 18, 2018, 12:08:43 PM »


2 issues.

1. Glow color can stick on deselect. Likely cause it's calling a color change from it and the new weapon on the same tic. Just have a deselect delay.

2. Catching Noise Crush gives WeaponCharge. You can get this with another charge weapon so it gets WeaponCharge and thus charges slightly quicker. It's not a big deal, but it's a thing and it is weird. NoiseCrushWep itself can still use WeaponCharge, just have catching noise crush give an intermediary item.

(3. Glow return to normal happens slightly later on Fire2. Just seems like a good idea.)

NoiseCrush.txt
Code: [Select]
actor NoiseCrushWep : BaseMM8BDMWep 10083
{
//$Category MM8BDM-Weapons
//$Title Noise Crush
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 2
Inventory.Pickupmessage "$PU_NOISECRUSH"
Obituary "$OB_NOISECRUSH"
Tag "$TAG_NOISECRUSH"
weapon.ammotype "NoiseCrushAmmo"
inventory.icon "NCRUSI"
States
{
Spawn:
WEA3 J 1
loop
Ready:
NCRU I 0 ACS_ExecuteAlways(998,0,55)
NCRU I 0 A_JumpIfInventory("NoiseCrushCaught",1,"ChargeStart")
NCRU I 1 A_WeaponReady
Goto Ready+1
ChargeStart:
NCRU L 0 A_GiveInventory("WeaponCharge",1)
NCRU L 0 A_GunFlash("Sound.BusterCharge", GFF_NOEXTCHANGE)
Charged:
NCRU L 0 ACS_ExecuteAlways(991,0,72)
NCRU M 1 A_WeaponReady
NCRU L 0 ACS_ExecuteAlways(991,0,73)
NCRU N 1 A_WeaponReady
NCRU I 0 ACS_ExecuteAlways(991,0,55)
NCRU I 1 A_WeaponReady
loop
Deselect:
TNT1 A 0 A_JumpIfInventory("WeaponCharge",1,24)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
NCRU I 1 A_Lower
goto Deselect+1
NCRU I 2 A_TakeInventory("WeaponCharge",999)
goto Deselect+1
Select:
TNT1 A 0 A_TakeInventory("NoiseCrushCaught",999)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
NCRU I 1 A_Raise
Loop
Fire:
NCRU I 0 A_JumpIfInventory("WeaponCharge",1,"Fire2")
NCRU I 0 A_JumpIfNoAmmo("NoAmmo")
NCRU I 0 ACS_ExecuteAlways(998,0,55,1)
Goto Fire1
Fire1:
NCRU I 0 A_PlaySoundEx("weapon/noisecrush1","Weapon")
NCRU I 0 A_FireCustomMissile("NoiseCrush",0,1,8,0)
NCRU JK 5
NCRU I 10
NCRU I 0 A_Refire
Goto Ready+1
Fire2:
NCRU I 0 A_PlaySoundEx("weapon/noisecrush2", "Weapon")
NCRU I 0 A_StopSoundEx("SoundSlot5")
NCRU I 0 A_FireCustomMissile("NoiseCrush2",0,0,8,0)
NCRU I 0 A_TakeInventory("NoiseCrushAmmo", 4,TIF_NOTAKEINFINITE)
NCRU I 0 A_TakeInventory("WeaponCharge",999)
NCRU I 0 A_TakeInventory("NoiseCrushCaught",999)
//NCRU I 0 ACS_ExecuteAlways(991,0,55)
//NCRU JK 5
NCRU J 1
NCRU J 1 ACS_ExecuteAlways(991,0,55)
NCRU J 3
NCRU K 5
NCRU I 25
NCRU I 0 A_Refire
Goto Ready+1
NoAmmo:
NCRU I 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor NoiseCrushAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
+INVENTORY.IGNORESKILL
}


actor NoiseCrush
{
PROJECTILE
Radius 5
Height 5
scale 2.5
damage (20)
damagetype "NoiseCrush1"
Obituary "$OB_NOISECRUSH"
speed 25
+FORCEXYBILLBOARD
+HEXENBOUNCE
+CANBOUNCEWATER
BounceFactor 1.0
bouncecount 2
reactiontime 150
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
Goto Look
Look:
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail1",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail2",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail3",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
TNT1 A 0 A_JumpIfCloser(40, "Give")
TNT1 A 0 A_SpawnItemEx("NoiseCrushTrail4",0,0,0,0,0,0,0)
TNT1 A 1 A_CountDown
loop
Give:
TNT1 A 2 A_GiveToTarget("NoiseCrushCaught",1)
stop
}
}

actor NoiseCrush2
{
PROJECTILE
Radius 20
Height 10
scale 2.5
damage (65)
damagetype "NoiseCrush2"
Obituary "$OB_NOISECRUSH"
+FORCEXYBILLBOARD
speed 40
reactiontime 150
States
{
Spawn:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail5",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail6",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail7",0,0,0,0,0,0,0)
TNT1 A 1 A_SpawnItemEx("NoiseCrushTrail8",0,0,0,0,0,0,0)
loop
}
}

actor NoiseCrushTrail1
{
+NOINTERACTION
+NOGRAVITY
+CLIENTSIDEONLY
+FORCEXYBILLBOARD
-SOLID
scale 2.5
height 0
radius 0
States
{
Spawn:
NCRU D 5
stop
}
}

actor NoiseCrushTrail2 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU C 5
stop
}
}

actor NoiseCrushTrail3 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU B 5
stop
}
}

actor NoiseCrushTrail4 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU A 5
stop
}
}

actor NoiseCrushTrail5 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU H 8
stop
}
}

actor NoiseCrushTrail6 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU G 8
stop
}
}

actor NoiseCrushTrail7 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU F 8
stop
}
}

actor NoiseCrushTrail8 : NoiseCrushTrail1
{
States
{
Spawn:
NCRU E 8
stop
}
}

actor NoiseCrushCaught : Inventory
{
inventory.amount 1
inventory.maxamount 1
}

114
DECORATE and ACS Modifications / Re: Loadout Revengeance
« on: November 13, 2018, 08:57:50 AM »
I called this "Class Simulator" up there.
Cause with a bit of creativity, you can simulate a lot of playstyles.
Let's look at some.

(click to show/hide)

115
DECORATE and ACS Modifications / Loadout Revengeance
« on: November 13, 2018, 08:57:03 AM »
AKA Class Simulator



So in this mod, you've got some choices.

Choice one: Ammo.
Standard choice is pickup.
You pick up ammo.
However, since LMS/Buckshot contain no ammo pickups, you get some wtanks in those.

Your other ammo choice is ammo regen.
Ammo regens over time. Faster if you don't fire.
You don't get to pick up ammo.

You also get to choose how fast ammo regens.
Faster regens come with a power penalty, more on that later...

Ammo out of the way, your other choice is weapons.

Category 1 is Megaman.
Should feel familiar.
Pick up weapons in DM.
In LMS/Buckshot, get 5 weapons. Your choice.

Category 2 is MegamanStatic.
As in: static weapons.
As in: no weapon pick up.
You get 1-3 weapons and you live with it.
Fewer weapons, however, comes with a power boost.

Ammo regen speed and amount of weapons come with power nerfs and buffs.
Standard power is 100%.
Power modifies special weapon damage dealt and any damage taken.
50% power means you deal half damage and take double damage.
200% power means you deal double damage and take half damage.

Current possible values though are from 60%-130%.

Now that your choices are laid out on the table, let's just see what happens.

Who will win?
The one who puts all their stock in one attack?
Or the one who keeps their options open?
The one who's going to need long recharge breaks between their skirmishes?
Or the one who can keep fighting?

Note: Atomic Fire slight edit. Survivable with power differences. Like CBM.

https://allfearthesentinel.net/zandronum/download.php?file=loadoutrevengev1a.pk3

Ban files:
https://allfearthesentinel.net/zandronum/download.php?file=ldrban1.pk3
removes: top spin, dive missile, plant barrier
adds: time slow, rain flush, centaur flash, tornado blow, solar blaze
This is just mimicing CBM.

116
Bugs/Suggestions / Re: CoreAltfire/FuncFire recode
« on: October 30, 2018, 04:58:09 PM »
Well this is embarrassing.

So there was a desync issue with this (which I've reported here: https://zandronum.com/tracker/view.php?id=3563)
I've fixed it, but it's unsatisfactory.

While I will be using this code for my modding ventures, the aforementioned issue might make this more trouble than it's worth for core.

I don't know, maybe you do think it is still core-worthy.

Do whatever.

117
Bugs/Suggestions / CoreAltfire/FuncFire recode
« on: October 29, 2018, 08:28:26 PM »
Let us refer to Core Altfires as "FunctionFire"s or "FuncFire."

Let's say you want to make a mod that grants different functionality to Altfire and rebind FuncFire to a different key.
(With Megaman11 a thing, a mod that implements the gears comes to mind...)

It's a pain.
But it doesn't have to be.

That is the primary goal of this, but I've also
*Added functionality to disable weapon firing. Would make for an interesting status condition, but also helpful for bots and charge weapons.
*Eliminated the need for a seperate Altfire state for charge weapons.
*Hopefully reduced the overall amount of repasted code.
*Integrated support for "deselect fire" (like how CBM slide makes you throw in super arm if you are holding).

This first file is the suggestion itself. The recode in some example weapons which actually should exhibit no differences.

https://allfearthesentinel.net/zandronum/download.php?file=corealtfirerecode4h.pk3

Now for the interesting modding.

Add one of these after the recode. They're each pretty small.

https://allfearthesentinel.net/zandronum/download.php?file=altfireisspeedgear4h.pk3
Rebinds FuncFire to zoom, altfire to speed gear.

https://allfearthesentinel.net/zandronum/download.php?file=altfireisbuster4h.pk3
Rebinds FuncFire to zoom, altfire to buster on any weapon.

https://allfearthesentinel.net/zandronum/download.php?file=altfireclasses4h.pk3
Classes consisting of standard megaman and a class of each previous file.
Standard Megaman also has zoom for FuncFire.
Incredibly, these can all coexist.

I may or may not complete the recode for all the v5d weapons. But I don't think you're gonna see much more than what I've done.

118
Closed / [Feature/Reminder] Infinite Ammo compat
« on: October 13, 2018, 09:08:26 AM »
https://allfearthesentinel.net/zandronum/download.php?file=ammotake1.pk3
(just atomic fire in this file)

Some weapons consume ammo with SV_InfiniteAmmo 1.
That's pretty weird.
Easily fixable with TIF_NOTAKEINFINITE and an ACS check though.

119
DECORATE and ACS Modifications / Re: Archive Men
« on: September 03, 2018, 10:29:08 PM »
Links fixed.
Updated with ArchivemanCust.

120
W.I.P Forum / Re: Expand8bdm system
« on: August 30, 2018, 11:49:52 AM »
-Tank Arsenal cannot be obtained through console...or by any other means, really.
Not sure what you're doing wrong. Works for me.
-Nitro Blast is represented by (a) Nitro Man...Probably not meant to be, but still funny!
What.
-Non-copywep classes can actually pick up the new weapons...
Not sure why you expected otherwise.
-Yo-yo Cutter does not work with altfire ( might apply to other weapons)
What. Works for me.

-All inspiretoïd weps identify as "Mega Buster" when switched to.
Ok.

Pasting something from the Discord since I don't wanna comb for it every time.
Code: [Select]
Megaman Power Expansion
Roll Swing Adaptor
2 Swing combo
Reflects shots like Jewel Satellite
Hit people are lifted like Wind Storm
2nd swing produces a shot

Big Bang Strike Adaptor (new name)
Has a proto shield
Instantly fire full charged Proto Buster shots at the cost of health
If you're at 1 health, fires a normal pellet instead

Guts Arm (new name)
Short range arcing splash projectile

Atomic Blast (new name)
Chargable.
Like Flame Blast but dissipates on walls/ceilings and floor pillar goes forward for a bit. Floor pillar like bubble lead.

Pharaoh Wave
(CBM Phraoh Man)
Tall 8 way ripper. No pitch aiming.

Centaur Arrow
(CBM)
Fire 2 slow rippers, one with a random angle.

Grasp Stone (new name)
Stone hand that spawns from the ground, goes along the ground, climbs stairs and drops off terrain. Like Bubble Lead.
Sweeps foes alongside it (can't sweep them into pits)
Explodes when it hits a wall

Mega Upper Adaptor
regular shot is megabuster shot, full charge is shoryuken. (no mid-shot, like super adaptor)
full health makes the shoryuken charge faster and do more damage


Pages: 1 ... 6 7 [8] 9 10 ... 43