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Messages - Xhatahx

Pages: 1 ... 3 4 [5] 6 7 ... 17
61
MM8BDM Discussion / Re: So About Adding NPCs...
« on: August 02, 2017, 10:17:27 PM »
Hmm. Can you upload the file so I can see what's going on?

62
MM8BDM Discussion / Re: So About Adding NPCs...
« on: August 02, 2017, 07:34:48 PM »
Do you hear them speaking?

63
MM8BDM Discussion / Re: So About Adding NPCs...
« on: August 02, 2017, 05:01:11 PM »
Judging from the fact that you're quite new to this, I'd hazard to guess you aren't compiling the scripts. If that's the case, and you don't have an ACS compiler, you can find an ACS compiler here under the name of ACC.

If that's not the case, then I've no clue.

64
MM8BDM Discussion / Re: So About Adding NPCs...
« on: August 02, 2017, 02:20:06 PM »
Simply add the talk script into the level that the NPC is in.

65
MM8BDM Discussion / Re: So About Adding NPCs...
« on: August 02, 2017, 10:09:08 AM »
So first things first, you need an NPC actor.
Code: [Select]
actor DunkelmanProp : CutmanProp 19643
{
//$Category MM8BDM-NPC
Translation "198:198=41:41", "198:198=228:228"
States
{
Spawn:
BARB A 5 A_LookEx(LOF_NOSOUNDCHECK, 0, 100, 0, 360, "See")
loop
See:
BARB A 5 ACS_Execute(101,0,1)
Goto Spawn
Talking:
BARB IAIAIAIAIAIAIAIAIA 4
Goto Spawn
}
}
That'll do. Then you need a talk script.
Code: [Select]
int talkdelay = (35*4);
Script 101 (int whichcharacter)
{
int message = Random(0, 4);
int PropTID = ActivatorTID();
    while(OldMessage == message) //Ensuring NPCs don't repeat.
    {
        message = Random(0,4);
    }
TakeActorInventory(PropTID, "CutterFlag", 10);
GiveActorInventory(PropTID, "CutterFlag", message);
SetActorState(PropTID,"Talking",0);
    switch(whichcharacter)
    {
Case 1:
                    switch(message)
                    {
                        Case 0:
                            NPC_Talk (0.8, 1, "rabble rabble");
                            Delay(talkdelay); break;
                        Case 1:
                            NPC_Talk (0.8, 1, "chit chat");
                            Delay(talkdelay); break;
                        Case 2:
                            NPC_Talk (0.8, 1, "babble babble");
                            Delay(talkdelay); break;
                        Case 3:
                            NPC_Talk (0.8, 1, "blah blah");
                            Delay(talkdelay); break;
                        Case 4:
                            NPC_Talk (0.8, 1, "eyjafjallajokull");
                            Delay(talkdelay/2); SetActorState(105,"Talking",0);
                            NPC_Talk (0.85, 2, "it's a long long name"); //multiple lines!
                            Delay(talkdelay); break;
                    }
break;
}
}

Function void NPC_talk (int whatline, int whichone, str talkertext)
{
LocalAmbientSound("misc/chat",127);
SETFONT("SMALLFONT");
HudMessage(s:talkertext; HUDMSG_PLAIN, whichone, CR_GRAY, 0.0, whatline, 4.5);
}
This is a pretty basic NPC, but it'll do. Modify to your own specifications, and have fun writing funny one-liners.

66
Forum Games / Re: Ruin-A-Wish
« on: August 02, 2017, 09:32:45 AM »
Granted, but you can't get a polearm 'cause they're all sold out.

I wish I could turn back time, and then I could find a way...

67
MM8BDM Discussion / Re: [Sprites] &B Mugshot 'improvements'
« on: July 30, 2017, 06:56:22 PM »
Yeah, it does. Better to be a little bit hot pink than a little bit faded orange.

68
MM8BDM Discussion / Re: [Sprites] &B Mugshot 'improvements'
« on: July 29, 2017, 08:14:46 AM »
I like 'em all, except for Burner Man, who suffers from being washed out, and Dynamo Man, whose mugshot looks... cramped. If you zoomed it in a little further then it would be perfect.

Other than that, it's lookin' good.

69
Mega Man Discussion / Re: Mega Maker
« on: July 17, 2017, 07:20:05 AM »
I'm gonna try this one out. I really like level editors (WarioWare DIY, VVVVVV, Doom Builder 2 of course) so this will probably be awesome.

70
Forum Games / Re: Ruin-A-Wish
« on: June 25, 2017, 07:51:40 PM »
Granted, but there's now a 6th day in the week that does have classes.the math here is confusing

I wish I could speak Japanese.

71
Forum Games / Re: Ruin-A-Wish
« on: June 25, 2017, 10:08:45 AM »
Granted, however, he has a terrible tomorrow.

I wish I knew how to play the guitar.

72
Closed / MMCTF19 Hall Of Mirrors
« on: June 20, 2017, 08:48:35 AM »
Self explanatory.
(click to show/hide)

73
Forum Games / Re: Ruin-A-Wish
« on: June 17, 2017, 08:26:01 AM »
Granted! You now spontaneously appear in August 21st, only to find you've been missing for the whole time and you've been pronounced dead and all your stuff has been taken.

I wish I could sing without cracking my voice.

74
Mega Man Discussion / Re: Useless Robot Master Weapons?
« on: June 13, 2017, 07:59:56 AM »
Two words.
Charge Kick.
Care to elaborate? Charge Kick in Mega Man 5 is actually my favorite weapon, you just have to know what you can slide through or not.

Oh, and my pick for bad weapon is... well, maybe just Time Stopper. It's only useful against Quick Man, and even then you can still use Crash Bomb instead.

75
Forum Games / Re: Ruin-A-Wish
« on: June 09, 2017, 03:54:00 PM »
Granted. You now do sewer work.

I wish I wasn't operating on Greenwich Mean Time so I could meet more people in servers.

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