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Messages - Megaman94

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331
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: December 29, 2013, 04:43:20 AM »
Quote from: "Ivory"
Someone hasn't been paying attention to the v4 thread. :ugeek:

Oh, ok so this is the new MM6PLA:


332
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: December 29, 2013, 04:34:36 AM »
Quote from: "fortegigasgospel"
Quote from: "Megaman94"
I was playing Mega Man 6 and realized stuff about the MM6 Maps...

MM6PLA does not have the springs used in the end of the stage.

MM6KNI does not have the bouncy wheels

MM6TOM could use a metool dispenser prop since it was in the stage twice

MM6BLI Does not have the count bombs that were used in the end of the stage
Because the maps don't need to have everything from the original stages or you'd see a lot more actors/gimmicks.

Still, I think MM6PLA needs to be redone. Something about the easily obtainable rain flush annoys me

333
Well I was playing Mega Man 1 on the anniversary collection, on easy mode, and I got to Wily Stage 1 this level is a pain in the a**

Things I hate about Wily 1 in Mega Man:

(click to show/hide)

334
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: December 29, 2013, 03:58:29 AM »
I was playing Mega Man 6 and realized stuff about the MM6 Maps...

MM6PLA does not have the springs used in the end of the stage.

MM6KNI does not have the bouncy wheels

MM6TOM could use a metool dispenser prop since it was in the stage twice

MM6BLI Does not have the count bombs that were used in the end of the stage

335
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 27, 2013, 07:34:22 PM »
Quote from: "Messatsu"
So that'd be something like this:
Code: [Select]
Script 7 DEATH //Called when a player dies
{
SetActivatorToTarget(0); // Sets the person running the script to the person who killed the player
If(PlayerFrags() == 7){printbold(s:"Warning: Preparing Missile for launch!!");} //If a player's frags equal 7, then display the message to ALL players (printbold prints to every player, print is only to the activator)
}

In general, this is still kinda sloppy as it will trigger whenever a player's frags equal 7 for any reason, but that's the gist anyway.

Thanks  :)

336
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 24, 2013, 08:01:48 PM »
Quote from: "Messatsu"
The fraglimit doesn't exactly change? I don't see it ever being 7.  Do you mean when a player SCORES 7 frags?

yeah

337
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 23, 2013, 07:29:16 PM »
When the frag score hits 7 I want a message to be shown.

338
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: December 23, 2013, 07:24:53 PM »
Aww man, only 80% complete?
These pictures are making me excited for version 4!

339
Skins & Bots etc / Re: Official Request Thread
« on: December 04, 2013, 10:56:12 PM »
I want to make bots, but I suck at sprite work so I was wondering if someone could help me by doing the skin for me, and I'll do the rest...

340
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 04, 2013, 10:31:50 PM »
I changed the code to HTDW and it still looks like atomic fire

EDIT: What is wrong with this script?

Code: [Select]
Script 7 OPEN
{
    if(fraglimit=10)
    {
        print(s:"Warning: Preparing Missile for launch!!");
    }

341
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 04, 2013, 02:27:40 AM »
Thanks
Glad to have this problem finally solved.

EDIT: and the sprite's graphic is atomic fire. Curse you heat man!!!!  :evil:
And what do you mean by putting the code in the file?

342
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 04, 2013, 02:02:41 AM »
I still can't figure it out..... :?

Here is my WAD. Can you help me, please?
https://www.mediafire.com/?7swnr9hjakq9uw3

343
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 03, 2013, 10:30:46 PM »
Quote from: "fortegigasgospel"
You don't place the respawner, you place the wall, when the wall is destroyed it will automaticly spawn the respawner on its location, after a bit it will respawn the wall.

I how do I place the wall? I can't find the graphic in doom builder...

344
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 03, 2013, 07:27:15 AM »
Quote from: "Lego"
You need to put a Doom Editor Number on the respawner in order to get it to show up in the thing types list.
To do so, you write a number (generally in the 20000 range) to the right of your actor name.

ok, thanks

EDIT: Nope, still not there

345
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 03, 2013, 07:17:00 AM »
Quote from: "fortegigasgospel"
Quote from: "Megaman94"
Quote from: "Gummywormz"
Both heatblock and heatblockrespawner need to be 1 word. Additionally, the heatblockrespawner has an error needs to be replaced with this code:

Code: [Select]
actor HeatBlockRespawner
{
+NOCLIP
scale 2.5
States
{
Spawn:
TNT1 A 0
TNT1 A 175
TFOG A 3
TFOG BC 2
TNT1 A 1 A_SpawnItemEx("HeatBlock")
stop
}
}

Also, make sure you're putting this in a file called DECORATE. It is easier to place this in your map wad directly, as you'll need it when running from the launcher / on release.

Ok
where is it in Doom Builder? I can't find it....
Thanks Gummy.
Look for this folder at the bottom MM8BDM-DESTROYABLE WALLS. May need to make that one word too.

Is it in thing mode? I still can't find it....

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