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Messages - Beed28

Pages: 1 ... 273 274 [275] 276 277 ... 280
4112
W.I.P Forum / Re: MM1 original stage mode (New demo stage)
« on: August 01, 2011, 07:48:22 PM »
Quote from: "CHAOS_FANTAZY"
Quote from: "ice"
Thanks to beed, I have now came up with a new plan for this project, I just have to find out how to make the player keep weapons throughout the campagn

I recommend investigating the parts of campaign mode that makes you fight the Mega Man Killers.  This may seem a little obvious, but I thought I'd toss it out there.

This section from the GLOBAL script in the MM8BDM-v2b.pk3 may be of intrest:

(click to show/hide)

4113
W.I.P Forum / Re: Custom Boss Demonstration
« on: August 01, 2011, 02:46:07 PM »
Quote from: "zeswissroll"
Might I ask how to trigger the bosses?

Bosses are triggered when a certain console variable is set. For example, typing "set secret_mobyunlock 1" triggers the Moby encounter in the UNKWON (not the regular UNKOWN) map.

If you want to take the player from a deathmatch map (in campaign mode) to a boss, you'll have to study the scripts lump in either the BOSS1 or BOSS2 maps.

If you simply want to fight the bosses yourself, just go to Single Player and choose either Boss #01 or Boss #02 and then get ten frags in an easy deathmatch game. You'll then be whisked to the boss.

4114
Quote from: "SmashTheEchidna"
That stage, it really, REALLY reminded me of Angel Island Zone.

Acually, I thought it was Aquatic Ruin Zone from Sonic II to be hounest.

Moving on, I came up with an idea for silly map that throws physics completly out of the window. A stage where everything moves up and down rapidly like the bars of a music visualization! What do you think? Although it would sound fun, I fear it would induce nausea.

Also, progress on my other serious map (a dark, black fortress) is going... kinda slow. :( I have a cave area remisent of Flash Man's stage, only with a reddish paint job, and a "spire" area. I'll have to resume work some time soon.

4115
Projects & Creative / Re: Mega Man X1 Classes (v1b release)
« on: July 31, 2011, 01:00:22 PM »
Finally got round to playing this, and I must say the Mavericks are well designed. I only fought the Boomer Kuwanger, Sting Chameleon and Storm Eagle bots, and it's promising so far!

However, there are a few problems. Armoured Armadillo's rolling attack is buggy to kindom come (I kept going through "windows" linedefs), plus the Super Adaptor thrusters are visible on Storm Eagle.

Also, Storm Eagle's botchat misspells $player_killedby as $player_killdby, therefore the tag shows up ingame. Also, several botchats has $player_random, which I think should be changed to $player_random_notself so the bots don't refer to themselves.

4116
W.I.P Forum / Custom Boss Demonstration
« on: July 31, 2011, 10:22:17 AM »
It's finally time for me to unveil my secret project: the ability to create custom bosses. There are two types of bosses in MM8BDM; one is a regular monster and the other is a bot with a special weapon. The two bosses in this demonstration demonstrate both types and are fought in a fashion simular to the Unknown map in the campagin, and even has two extremely basic sample deathmatch maps that accually takes the player to the bosses.

Due to certain circumstances, these two bosses have a seperate Unknown map to themselves (UNKWON) since changing the regular one is definetly a recipie for disaster.

Finally, I've left the scripts open so you can see how the two of them work; HOWEVER, I'm not that good at documentation, but I've left some comments in the scripts. I can also gaurentee that this is not how CutmanMike did his bosses, but at least it seems to be working.

Last of all, be careful with weapon selections against some bosses, especially monster based ones. For example, the first boss can be easily defeated with the Noise Crush if you aim at the right spot, and Magnet Missile and Dive Missile are completly broken against them as well. (Try the "give weapons" cheat and you'll see what I mean)

Screenshots:
(click to show/hide)

I hope this will help with custom expansions such as Mega Man V, Mega Man & Bass, Rockman No Constancy and Kirby's Adventure.

Download: http://www.sendspace.com/file/lgvj0w

4117
MM8BDM Discussion / Re: Control Schemes
« on: July 29, 2011, 10:34:01 PM »
Here's mine, even though I don't play online. :( I'm also a lappy user

WASD: Movement
Space: Jump
TAB: Automap
`: Console
123456789: Weapons
Mouse1: Fire
Mouse2: Alt fire
Mouse5: Summon AtomicFire3
Scroll Wheel: Scroll Inventory
Click Wheel: Use Inventory
Z: "Shadow World" toggle with Wily Stage boss music from Rockman 4MI
X: No music
C: Default Stage Music and disables "Shadow World"
V: MM1 Boss Music
B: MM2 Boss Music
N: MM3 Boss Music
M: MM4 Boss Music
,: MM5 Boss Music
.: MM6 Boss Music
/: MM7 Boss Music
#: Scoreboard
': Ducktales Secret Music
]: Chasecam

AMMOSPAM console alias: give ammo; wait 1; ammospam
Infinite Ammo alias that works in Campaign Mode.

CHEAT console alias: god; give BassUpgrade; wait 1; use BassUpgrade; give igmetalbladewep; ammospam
Gives Bass Buster, IG Metal Blade, God Mode and Infinite Ammo.

DEITY console alias: god; give lmsinvincible; ammospam; give magnetmissilewep
I don't THINK I'm a god, I AM a god.

GOTOFINALBOSS console alias: It's a seeecret. :twisted:
Warps me directly to Gamma.

4118
Good. There probably won't be another update anytime soon, though, since I've got other stuff to be doing.

Anyway, survery time! What's your favourate Chaos Effect from each of the four catergories, and if possible, give a reason for each. For example:

Weapon Modifiers: Spread Shot
Player Modifiers: Reverse Controls
World Modifiers: Gameboy Monochrome
Hazard Modifiers: Random Fire Traps

I like shooting three projectiles at once, and I like having to deal with reversed controls. I also like exploring levels in monochrome, and I like timing the wonderfuly places fire traps. :)

(P.S. Evil Yashichi counts as a Hazard Modifier)

(P.P.S. Ultimate Gauntlet does not count!)

4119
Quote from: "Blaze"
Sorta wanted to put this out there.

I'm doing a map based on TMNT's Dam/Underwater area...i need someone to Rip the tiles (AND THE KILLER SEAWEED)...if it's possible to do.

(i feel like i will get murdered for making this map ._ .)

Also, force a 2:20 time limit unless someone disarms all the bombs or else the server automaticly crashes

4120
Help & Editing / Re: Removing bots from Campaigns
« on: July 27, 2011, 07:24:14 PM »
What exactly are you trying to do? You can use ACS like this:

Code: [Select]
script 01 (void)
{
ConsoleCommand("removebots");
}

This won't work if you use it in a map that's been defined in CMPGNINF (e.i. only during campaigns, offline skirmish works alright). For example, the UNKNOWN map isn't defined in CMPGNINF, which is how CutmanMike added or removed bots for bosses.

4121
I think I see why it didn't work on a server and only worked in offline skirmish. The script needs a "NET" keyword beside it. For example:

Code: [Select]
Script 225 (int NewMaxBots) NET
{

}

Here is a better explanation.

4122
Quote from: "TheBladeRoden"
So I take it us unwashed masses won't be able to download any of these maps?

This. I would like to download and see the rest of the maps!

4123
W.I.P Forum / Re: [CUSTOM EXPANSION] Kirby's Adventure
« on: July 25, 2011, 09:41:42 AM »
Also to note: will this have a campaign*, including a boss battle against Nightmare? I'm working on a Custom Boss Demostration which will allow you to take the player from a deathmatch map to a boss, if it's being played in a campaign.

* = To do a campaign, you have to use MAPINFO to create a "new chapter", so it appears along with "Start" and "Credits". You can't make it selectable in Dr. Light's chapter selector.

4124
Here's a very early preview of my next map:

(click to show/hide)

4125
Help & Editing / Re: How DOse Roll Comment work
« on: July 20, 2011, 09:33:24 PM »
Roll's comments are hardcoded into the BEHAVIOUR script lump for Dr. Light's Lab (MAP01), but you cannot edit them or create new ones as CutmanMike removed the SCRIPTS source before release.

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