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 - Xhatahx

Pages: 1 ... 14 15 [16] 17
226
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 11, 2016, 12:36:54 AM »
(click to show/hide)
Am I allowed to say that the bots have been... bee'd?
oh god no why did i say that

227
Rejected / Re: (Suggestion) LMS time limit
« on: September 10, 2016, 09:18:02 PM »
Maybe the best option is the one I rejected at the start: The players have their health drained.
But instead of just having it while the boss music is playing, how about having it drain all the time, at the rate of 1 health every (1.15 to the power of the amount of players in game) seconds?
It's simple(somewhat), the one with more skill(hopefully) wins most of the time, and it works even if more than 2 players are stalling.

228
Projects & Creative / Re: [Update?!] Chaos Generator Upgraded Ver. H
« on: September 10, 2016, 09:00:49 PM »
SEMI IMPORTANT ANNOUNCEMENT:
Should I put Jelly World down?
Vote here.

Note: At 22:32:14 to 22:34:17, I was called a wanker about once every 8 seconds. Those 15 votes are, of the time of this writing, about 40% of all votes.

I don't know about you, but that sounds really fucking suspicious.

229
Projects & Creative / Re: [Update?!] Chaos Generator Upgraded Ver. H
« on: September 10, 2016, 08:20:05 PM »
What an offer. But my response is...
(click to show/hide)

230
Projects & Creative / Re: [Update?!] Chaos Generator Upgraded Ver. H
« on: September 10, 2016, 01:33:14 PM »
-Roll's dialogue doesn't seem to show up on the server I hosted, although it still plays the chat sound effect.
That's a weird glitch. I haven't changed anything about Roll's dialogue, and Beed seems to not have seen this glitch before. Did other players notice this glitch as well? My best guess is a screen size error that can be fixed by going to the Options menu of this game or perhaps the monitor.
-The Master choosing also seems to be broken; it seems to stick to client 0 all the time. (perhaps it should choose the winner of the last match?)
It isn't broken. Beed has officially stated that it works by picking the first player that isn't a bot. But you're smart in your assumptions: I can add to the chaos by picking a random player as the master. Picking it based on frags is also possible, but not as easily.

231
Projects & Creative / Re: [Update?!] Chaos Generator Upgraded Ver. H
« on: September 10, 2016, 08:52:43 AM »
Noted. So far, the changelog for ver.J is:

-Infinite Ammo effect(guess what it does)
-Iron Feet effect(negate sector damage)
-Energy Drought effect(removes health and ammo pickups, doesn't remove weapons)
-Met Swarm effect(like Dead Rising, but more adorable)
-Add easter eggs to two MM5 levels
-Fix a bug that makes the New Base Weapon weapons in the hub disappear in LMS
-Remove Black Hole Bomb from New Base Weapon
-Add Junk Shield to New Base Weapon
-Add a certain new weapon to New Base Weapon
-Fix a bug with Concrete Shot in Jelly World
-Fix Kyorown/Eddie/Zombieg teleporting behaviour
-Remove the frag counter script(ya happy now, Beed?)
-Add MM7STR to the hub
-Replace MM2DW3's "mugshot"
-Make a certain secret passage hidden on the automap
-Make the master randomly selected
-Make non-master players partially transparent
-Add a huge hud message to declare who the master is
-Fix the blue pixels around the random mugshot
-Add Rollbrine
-Remove Rollbrine

A good bit of the list is completed. I'd love to hear suggestions for what I can add as well. I will start working on it on Monday, I'm stuck at my dad's house with only my phone.

232
Projects & Creative / Re: [Update?!] Chaos Generator Upgraded Ver. H
« on: September 09, 2016, 08:04:25 AM »
(click to show/hide)

233
Projects & Creative / Chaos Generator Upgraded Ver. I
« on: September 08, 2016, 09:32:56 PM »
I'd like to see this go on, maybe work on it myself.

Well, here it is.

Changes in Ver. I
(click to show/hide)

I plan to include INFINITE AMMO and IRON FEET some time later.

EDIT: It was a stupid idea to throw this out in two days. Regardless, I hope I can revive this mod.

234
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: September 08, 2016, 02:20:21 PM »
Remember the Chaos Generator?
(click to show/hide)

235
DECORATE and ACS Modifications / Xhatahx's Junk
« on: September 07, 2016, 09:17:03 PM »
So you're here, huh? Well then...

Instant Sniper

You're hiding in the shadows, looking for someone, but no one is there. You look around and decide to make a run for it. You take damage! You wonder where that damage came from... there he is! You sneak up on him, and deal a sudden final blow...

Download Here

Instant Sniper gives you a hitscan weapon that's constantly firing. Your goal is to sneak up on other players and hide from other players' line of fire while your health is draining. You can either play this in LMS or in buckshot mode.

Compatible with Rock Force and Classes.

Grab The Weapons

Download Here

The objective of Grab The Weapons is simple; simply collect all the weapons on the map. The records are recorded through archived CVARs, so you can train for your personal best. You can also host it on a server to compete for the shortest time.

Set the CVAR weapon_grab to 1 in order to activate Sudden Death mode. If you fail to beat the record in Sudden Death mode, then you'll die.

Compatible with Rock Force.

Upgradable Weapons v0a

Download Here

So what do you get when you give a lazy man a good idea and too much ambition? This.

Upgradable Weapons allows you to pick up upgrades and upgrade certain weapons. So far, these weapons are:
(click to show/hide)

Not made to be compatible with any other mod. Any help is welcome.

Chaos Generator Upgraded

I really liked Chaos Generator Upgraded by Beed28 when he was still updating it.  And then he got tired of updating it and I decided to update it myself.

The "official" topic is here.

Compatible with Rock Force.

236
W.I.P Forum / Re: The Idea(s) Topic
« on: September 06, 2016, 10:18:36 PM »
How about a LMS mod where everyone has a strange hitscan weapon: it has no firing state, it just deals 1 damage every tic for everyone who passes in front of the crosshair. It encourages sneaking up on enemies and hiding in the shadows. Something has to be done to reduce stalling, however. Maybe every player would take 1 point of damage every (amount of players alive) seconds. Something else has to be done to make sure everybody's ready for slaughter, probably by giving everyone 5 seconds at the beginning to prepare and hide.
EDIT:http://cutstuff.net/forum/index.php?topic=10584.0 Made it myself.

237
Anything Goes / Re: General Offtopic Discussion
« on: September 06, 2016, 08:22:55 PM »
Apparently, judging from the fact that I've made two topics this day without any replies, and that there hasn't been a single post in "MM8BDM Discussion" for 12 hours, people don't go on the internet on September 6. I tried looking up online if maybe it's an important day in the US(I live in the middle of nowhere) and found that it's National Coffee Ice Cream Day. Maybe they just really like coffee ice cream.

238
Anything Goes / Re: What is your avatar from/of?
« on: September 06, 2016, 08:14:59 PM »
An icecube. It's geometric, icy, and nicely colored.
Why are you staring at me like that?

239
Tutorial Collection / How to Create a Bitchin' Class
« on: September 06, 2016, 04:30:23 PM »
Ya ready? Because I sure aren't!

Part 1: You Want Class?
Part 2: Buy One, Get Any Amount For Free
Part 3: I Make Tools That Kill Tools
Part 4: Mega Man Doesn't Like Thieves
Part 5: Wait, The Class Isn't There!

Part 1: You Want Class?
Then go buy a top hat.

Just kidding. Look at this code while I go to sleep.
Code: [Select]
actor DudeMan : PlayerPawn
{
player.displayname "dudeman" //This is where you place the class name.
player.soundclass "megaman" //Don't change this unless you know what you're doing.
player.damagescreencolor "yellow"
player.forwardmove 0.8, 0.8
player.sidemove 0.78, 0.78 //Multiply these "move" values by some number to modify the speed. If you want then you can change the ratio between the speeds.
player.jumpz 10 //This constant changes jumping. Do note that this number is squared by the engine, so if you want a class that jumps twice as high, you need to set it to 14, not 20.
player.colorrange 0 0
player.startitem "DudeBlasterWep" //These are the weapons, ammo, and maybe flags you start with.
player.startitem "DudeAmmo", 28
mass 9999 //Don't change this unless you know what you're doing.
gravity 0.8 //Wheee!
+NODAMAGETHRUST
+DONTBLAST
+NOBLOOD
+QUICKTORETALIATE
damagefactor "Dummy", 0.0 //Don't change this. At all.
damagefactor "Normal", 1.0 //This is how much damage the player takes. Use this instead of health values unless you know what you're doing.
//It's recommended that if your class has a high speed then it should have a higher damage factor and a class with lower damage factor should have lower speed. Don't stray away from this formula unless you know what you're doing.
damagefactor "DudeKiller", 1.5 //Remember to include weaknesses to freshen up your class.
Player.MaxSkinSizeFactor 0, 0
scale 2.5
States //You can usually do states by copying the Megaman class' states, Ctrl+F and replace PLY1 with your skin, and then changing what's needed.
// If you're trying to make multiple classes, look for chapter 2.
{
Spawn:
DUDE A 0
DUDE B 1
DUDE A 1
Goto Spawn+2
See:
DUDE BCDE 5
Goto Spawn
Missile:
DUDE F 5
DUDE G 4
Goto Spawn+2
<too much time later>
}
} //If you forget these, then you're an idiot.

Yawn... Huh? Oh, right. To make a class, you have to- wait, I've already done it?

Part 2: Buy One, Get Any Amount For Free
Ya wanna make multiple classes? Good. Some sentences ago I told you to replace PLY1 in the class code with your skin of choice. If you want to make a base class, replace PLY1 with "----", quotation marks included, and don't change the defense, speed, and jump values. Then when you make another class...
Code: [Select]
actor DudeKiller : BaseClass //I hope you can follow this. If you can't, go back to the first chapter and read closer.
{
player.displayname "dudekiller"
player.forwardmove 1.12, 1.12
player.sidemove 1.09, 1.09
player.jumpz 14
player.startitem "DudeKillerWep"
player.startitem "DudeKillerAmmo", 28
player.startitem "CanCopy" //Remember this. It'll be important in chapter 4.
damagefactor "Normal", 1.5
damagefactor "DudeKillerKiller", 1.4 //This doesn't decrease the damage by 10%, it multiplies it by 1.4, so in total it will be 2.1 times more damaging than normal.
States
{
Spawn:
DKIL A 0 //Remember to include a skin here. You only need to do it for the Spawn state, the engine takes care of the other states.
DKIL B 1
DKIL A 1
Goto Spawn+2
}
}

Part 3: I Make Tools That Kill Tools
Weapons, eh? Alrighty then. Weapons are the core of the class; they make it or break it. I recommend heading to this link(http://cutstuff.net/forum/index.php?topic=1815.0) before you check below for additional info.
Code: [Select]
actor DudeBlasterWep : BaseMM8BDMWep
{
Weapon.AmmoUse1 4 //This is how much ammo is used by the main fire, which might be used with...
/*
Weapon.AmmoUse2 8 //...this, which is how much ammo is used by the alt fire.
*/
Weapon.AmmoGive 28
Weapon.SlotNumber 1
Inventory.Pickupmessage "Why am I doing this?" //Because you're a pillock.
Obituary "%o was shot by %k's Dude Blaster." //This is the message at the top of the screen for deaths. %o is the killed, %k is the killer, %g is he/she/it, %h is him/her/it, and %p is his/her/its.
weapon.ammotype "DudeAmmo"
States
{
Spawn:
WEAP T 0
stop //Make sure it has a stop state just in case the server has "Drop Weapons" set.
Ready:
MCAR X 1
loop
Ready:
MCAR H 0 ACS_ExecuteAlways(998,0,173) //You can define a custom translation, but you shouldn't unless you know what you're doing.
MCAR H 20 A_WeaponReady //That value (10) is how many tics it takes to regenerate the ammo. With this value you'll regenerate all the ammo in 8 seconds.
MCAR H 0 A_GiveInventory("DudeAmmo",1) //Yes, regenerating ammo. It's common practice that classes regenerate ammo. That way, you won't have to mess with WEPACS to make the class pick up ammo. ACS is another tutorial's job.
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
MCAR H 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
MCAR H 1 A_Raise
Loop
//Don't mess with deselecting and selecting.
Fire:
MCAR H 0 A_JumpIfNoAmmo("NoAmmo") //If you don't have enough ammo, then you can't fire.
MCAR H 0 A_PlaySoundEx("weapon/cfire","Weapon") //This plays a sound.
MCAR H 0 A_FireCustomMissile("DudeBlast",0,1,8,0) //This fires a projectile. It has the format <projectile type>,<angle>,<does it use ammo?>,<horizontal offset>,<spawn height>.
//Every variable except for the projectile type is optional
MCAR IJ 5
MCAR H 15
MCAR H 0 A_Refire
Goto Ready+1
AltFire: //It's also common practice to have altfires to make the class more interesting.
MCAR H 0 A_PlaySoundEx("weapon/chargekick","Weapon")
MCAR IIJJ 2 A_ChangeVelocity(13,0,momz,CVF_RELATIVE)
MCAR J 20
Goto Ready+1
NoAmmo: //Don't mess with this except with the sprite unless you know what you're doing.
MCAR H 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor DudeAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28 //This should usually be 7, 14, 28, 56, or 112, but you can have other values.
+INVENTORY.IGNORESKILL
}

actor DudeBlast //This is the projectile.
{
PROJECTILE
scale 2.5
+RIPPER//This makes the projectile rip through players. It's usually not there.
Speed 30 //This is the... just guess.
Radius 8
Height 8
 //Every actor is shaped like a cylinder. These variables define the radius and height of the cylinder.
Damage (10) //The average health is 100. You might have to test this if you have the +RIPPER flag.
damagetype "DudeBlast" //This is the damage type. It should be used. You can use it to have unusual pain states.
Obituary "%o was shot by %k's Dude Blaster." //You can use this to make different projectiles have different obituaries.
States
{
Spawn:
MMFX D 4 //This is the sprite the projectile has.
loop
}
}

Part 4: Mega Man Doesn't Like Thieves
What a hypocrite.

This is easily the most tedious part of the process: making sure certain classes don't pick up copy weapons. Don't tell Max.
Code: [Select]
actor WepCGiver : CustomInventory
{
inventory.pickupmessage "Power up! I stole this from Max!" //Shut up!
inventory.pickupsound "weapon/weaponup"
inventory.amount 1
inventory.maxamount 1
inventory.respawntics 5
scale 2.0
States
{
Spawn:
TNT1 A 1
loop
Pickup:
DUST B 0 A_JumpIfInventory("CanCopy",1, "Pickup2")
fail
Pickup2:
DUST B 0 A_JumpIfInventory("MegaBusterC",1, "No")
DUST B 0 A_GiveInventory("MegaBusterC",1)
stop
No:
DUST B 0
fail
}
}

actor RollingCutterWepCGiver : WepCGiver replaces RollingCutterWep
{
Inventory.Pickupmessage "$PU_ROLLINGCUTTER"
States
{
Spawn:
WEA2 F 1
loop
Pickup2:
DUST B 0 A_JumpIfInventory("RollingCutterWepC",1, "No")
DUST B 0 A_GiveInventory("RollingCutterWepC",1)
stop
}
}

actor RollingCutterWepC : RollingCutterWep //Now you just have to do this about 80 more times! Have fun!
{
dropitem "RollingCutterWepCGiver"
States
{
Spawn:
TNT1 A 0
stop
}
}
Then you head over to SBARINFO.
Code: [Select]
IsSelected RollingCutterWepC{Drawbar"BARAMMO1", "BAREMPTY", Ammo1, vertical, 16, 8;} //Done!
IsSelected SuperArmWepC{Drawbar"BARAMMO2", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected IceSlasherWepC{Drawbar"BARAMMO3", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected HyperBombWepC{Drawbar"BARAMMO4", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected FireStormWepC{Drawbar"BARAMMO5", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected ThunderBeamWepC{Drawbar"BARAMMO6", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected TimeSlowWepC{DrawBar"BARAMMO7", "BAREMPTY", Ammo1, vertical, 16, 8;}
IsSelected OilSliderWepC{DrawBar"BARAMMO8", "BAREMPTY", Ammo1, vertical, 16, 8;
InInventory OilSliderFlag, 1 {DrawBar"BARFLS1", "NOBAR", OilSliderFlag, vertical, 16, 8;}}
<five hours of coffee and four hours of tears later>
IsSelected DudeBlasterWep{DrawBar"BARAMM58", "BAREMPTY", Ammo1, vertical, 16, 8;} //Done!
<later, in SBARAMMO.H...>
IsSelected DudeBlasterWep{Drawbar"VARAMM58", "VAREMPTY", Ammo1, horizontal, 58, 184;}//Done, but who uses horizontal bars?
And that's it! Oh wait...
Part 5: Wait, The Class Isn't There!
Oh bugger. If you can't find your class in the game, then make a KEYCONF file, and put your classes in:
Code: [Select]
clearplayerclasses
addplayerclass Dudeman
addplayerclass DudeKiller
addplayerclass DudeKillerKiller
<hopefully not much time later>
addplayerclass SnapeDude
addplayerclass KnifeDude
addplayerclass TopDude
addplayerclass MineDude
addplayerclass GlitchDude
addplayerclass MagicDude
And then you're done!
Of course, this is a boring ass class. Be creative! Look up random functions at http://zdoom.org/wiki/ and make your class around that, or look at other weapons' code to get ideas! The skyand the engine is the limit!

240
Rejected / (Suggestion) LMS time limit
« on: September 06, 2016, 07:53:49 AM »
LMS fights can last a bit too long at the end, especially with bots. I suggest that when the boss music starts, a timer begins. When that timer hits 0, everyone left dies and the game will be tied.
I thought about simply draining health away, but then the player with more health can just stall the game until the other one dies.
Good idea?

Pages: 1 ... 14 15 [16] 17