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Messages - JaxOf7

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92
DECORATE and ACS Modifications / Re: Respawn Delay v1
« on: October 23, 2019, 01:38:54 AM »
Ok so an issue was found.
Essentially, SetDeadSpectator leaves behind "player clones" that mess with GiveActorInventory.
Thing_Remove won't actually get rid of them, but it seems to fix the GiveActorInventory, so I implemented that as a new variable.

old files

edit:
test file for the issue

93
DECORATE and ACS Modifications / Re: A Class Base
« on: October 21, 2019, 12:47:52 AM »

94
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: September 01, 2019, 01:49:42 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1f.pk3

shadow megaman
+full invis now has cantseek
*shadow crush icon red like other rage stuff

teamselect menu now references the two sides as "mob" and "boss"

Introducing Colton
you know what time it is

Mid-range boss
Fire careful shots, or just fan the hammer for a quick shot spread
Gotta reload the gun though
Rage is Colton Eye, your shots home in on targets

Misc Test addon: Removes Megaman as a boss
https://allfearthesentinel.net/zandronum/download.php?file=bbv1f-nomegaboss.pk3

95
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: August 09, 2019, 02:46:01 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1e.pk3

Shadow Megaman
Buster rework
Charging now adds big short range bullets to your shot.

Introducing Monking
bigger, faster, and stronger too
(placeholder skin)

Mobile melee boss.
Leap around and charge punch.
Rage is bananas. Don't slip!

96
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: August 02, 2019, 02:37:37 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1d.pk3

teamclass option is now purple. people seemed to be skimming over it...

rage gain over time increased
1 rage per second -> 1.33 rage per second
(60 rage per minute -> 80 rage per minute)

Wilysaucer
base hp
150->125
base speed
0.6->0.5
base orb damage
15->10
rotating orbs now explode on contact
0->5
decloak time
20 tics -> 33 tics

Introducing ShadowMegaman
from the shadows

A stealth boss.
Invisible. Unless you're attacking or bumping into people.
Horribly low health.
Shoot bullets to drain health. Charge bullets to shoot a barrage.
Rage is meteors.

97
DECORATE and ACS Modifications / Re: Respawn Delay v1
« on: July 30, 2019, 10:04:15 AM »
revisting another old thing.
zandro has SetDeadSpectator so this is a lot less messy now.

old post
(click to show/hide)

98
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: July 22, 2019, 05:03:25 AM »
https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2chh.pk3

resolved issue with imbal aura and cloaks
potential divide by zero issue potentially resolved

https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1c.pk3

(resolved issue with rage aura and cloaks)

making sure Megaman Rage doesn't heal a dead body...

Introducing WilySaucer
eyebrows not included



A boss that is always flying.
Kinda tanky, kinda slow.
Fires out rotating orbs and splitting orbs.
Rage is a cloak. It's also intangibility and speed.

99
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: July 16, 2019, 04:49:58 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1bhh.pk3
resolved another user info flood issue
displaying forced class vars in menu
can't kill self by switching class when tlms actually starts

boss megaman now has a rage: automatic conversion of rage to health
reggae fire rate buff. 3.89 cans per second -> 5.83 cans per second
reggae base damage buff. 7 -> 8
reggae full damage radius 75->100
guts man g fling melee has +DONTREFLECT for jewel satellite

100
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: July 13, 2019, 11:49:51 PM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossmodev1ahh.pk3

got rid of an "actor defined twice" message when this is added after basicbosses
this only bothers me

https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1bh.pk3

team class select should actually work now instead of relentlessly murder people

101
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: July 12, 2019, 04:12:17 AM »
https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2ch.pk3
fixed issue where teamimbalance had to be added before basicbosses. general compat fix.

https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1b.pk3

health number displays 4 digits

Gutsman G default stats buffed to what testing seemed to find favorable
hp 150 -> 200
melee damages 35->45, 15->20
fling melee also slows on hit.
rage now throws some extra smaller rocks as well. should be better in more situations.

Introducing Megaman
like a boss

The basic survivor class.
But also the basic boss class.
Either way, gets 2 wtanks in lms. Just some even footing against these guys that don't use ammo.
As a boss, doesn't have a rage atm.
Doesn't have the panic run of other bosses...

Introducing Reggae
hyuck it up, turkey



The bombing run boss.
A Pretty quick boss.
Throw out cans and detonate them.
Rage is flight, which also increases panic run.

Introducing team class select menu


It's how a player actually selects their boss.
The server can also force a boss.

102
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: July 05, 2019, 12:11:02 AM »
So I've made a mod that powers up outnumbered people.
I've made a mod that isolates a person on red team.
But something's missing...
Oh right, making the boss do crazy stuff.

Introducing Basic Boss classes.



Just adds classes to the boss team. Need Imbal + Basic Boss for actual boss mode.

Introducing Boss G
he's fully repaired and under each snare

The quintessential thicc melee boss.
Tap Main/Alt to drill into people.
Hold Main to fling people.
Use rage with weapon 2: Super Arm G. It's Super Arm but bigger.

Introucing basic boss features

Infinicoil

The basic mobility option if a boss doesn't have a special one.
It's just a recharging rush coil.

Rage

Bosses get angry as they fight, and that can lead to bad things...
What makes them angry?
1. Taking damage.
2. Crowd control. Stunning or slowing the boss.
3. Time limit ticking down.
You can estimate a boss's rage by how red their rage aura is.

TLMS Boss time limit

The boss has a time limit until they lose. Start with 2 minutes, get 30 seconds each time a survivor dies.
Just something to keep the gamemode moving.

Panic Run

As a boss gets desperate, they move faster.
What's desperate?
It's as they lose health or time limit.

https://allfearthesentinel.net/zandronum/download.php?file=basicbossesv1a.pk3

103
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: July 03, 2019, 08:44:50 AM »
https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2c.pk3

rebalanced imbalance stat spreads
imbalmode_even - health 1/1, power 1/4; ammo 1/2
imbalmode_glass - health 1/2, power 1/1; ammo 0/1
imbalmode_tank - health 3/2, power 0/1; ammo 1/1

plant barrier + ammo boost nerfed

damage cap applied to following weapons. you'll do about 200.

AtomicFire
TopSpin
Sakugarne
LightningBolt

104
Projects & Creative / Re: Team IMbalance and Basic Boss Mode
« on: June 25, 2019, 02:56:36 AM »
https://allfearthesentinel.net/zandronum/download.php?file=basicbossmodev1ah.pk3

bugfix: last hit damage properly recorded

new cvars
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.

https://allfearthesentinel.net/zandronum/download.php?file=teamimbalancev2b.pk3

plant barrier heal nerfed

imbalance can now buff weapon ammo (again). only works with vanilla ammo. if playing with mods with more ammo types, either add those in a patch file, or use a cvar set that doesn't modify ammo.

new cvars
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 3/4, power 1/3; 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 1/1, power 0/1; ammo 1/1

stat examples in a 1v5

Maxed
1/1 health: 500
1/1 power: x5
1/1 ammo: x5

imbalmode_even
3/4 health: 400
1/3 power: x2
1/2 ammo: x3
(500-100 = +400) (+400*3/4 = +300) (100+300 = 400)
(4x-1x = +3x) (+3x*1/3 = +1x) (1x+1x = 2x)
(5x-1x = +4x) (+4x*1/2 = +2x) (1x+2x = 3x)

imbalmode_glass
1/2 health: 300
1/1 power: x3
0/1 ammo: x1

imbalmode_tank
1/1 health: 500
0/1 power: x1
1/1 ammo: x5

105
DECORATE and ACS Modifications / Re: Megaman Unlimited Weapons
« on: June 24, 2019, 03:10:16 AM »
Standalone version of wep pack from expand weapons.
Not quite obsolete yet due to lack of status indicators in expand.

https://allfearthesentinel.net/zandronum/download.php?file=mmuwepsv1b.pk3

old version

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