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Messages - Megaman94

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421
Mega Man Discussion / Re: Favorite robot master from each game.
« on: August 08, 2013, 08:17:56 AM »
1: Elec man
2: Flash man
3: Hard Man
4: Dust man
5: Stone man
6: Wind man
7: Shade Man
8: Astro Man (I've come here, but I don't know what to do)
MM&B: Magic Man
9: Tornado Man
10: Strike Man
Archie Comic: Silver man (eggman and wily team up was a good idea)
MMV (Game boy): Neptune
MMPU: Oil man and Time man (it's showtime!)
Mega Man Killer: Ballade

422
Mega Man Discussion / Ninja Wily
« on: August 08, 2013, 08:04:08 AM »


There are 5 things wrong with this video.

1. Charge Kick sucks and can not even hurt a fly metool
2. Wily is NOT a ninja
3. Ninjas don't announce that they are ninjas!!
4. Ninjas do not announce their weapons that they use!! (What do you think this is, Mega Man Powered Up?)
5 Mega Man would not have let Wily escape...

423
Where would I find "HARDSI"?  :?

EDIT: What controls the amount of damage  for hard knuckle?

424
Now I am getting "Script error, "OC Weapons.pk3:custom/weapons/superpunch.txt" line 32:
"fire" is an unknown actor property"

And, according to Doombuilder it is called Hard Knuckle, not the name I gave it... :|

425
What makes the player move backwards when they fire hard knuckle? I want to remove that for my weapon.
(click to show/hide)
EDIT: I get Script error, "OC Weapons.pk3:custom/weapons/superpunch.txt" line 70:
Missing token (unexpected end of file)." when I try to test my weapon on a map.
(click to show/hide)

426
Help & Editing / Re: Hard Knuckle
« on: August 07, 2013, 12:29:44 AM »
oh, ok. Thanks  :)

427
Help & Editing / Hard Knuckle
« on: August 07, 2013, 12:22:46 AM »
What makes the player move backwards when they fire hard knuckle? I want to remove that for my weapon.
Code: [Select]
actor HardKnuckleWep : MegaBuster 10049
{
//$Category MM8BDM-Weapons
Weapon.AmmoUse 4
Weapon.AmmoGive 28
Weapon.SlotNumber 5
Obituary "%o was smacked by %k's Hard Knuckle."
Inventory.Pickupmessage "Power up! Hard Knuckle"
weapon.ammotype "HardKnuckleAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
inventory.icon "HARDSI"
Scale 2.0
States
{
Spawn:
WEAP T 1
loop
Ready:
FIST A 0 ACS_ExecuteAlways(998,0,18)
FIST A 1 A_WeaponReady
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
FIST A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
FIST A 1 A_Raise
Loop
Fire:
FIST A 0 A_JumpIfNoAmmo("NoAmmo")
FIST A 0 A_PlaySoundEx("weapon/mbuster","Weapon")
FIST B 2 A_SpawnItemEx("HardKnuckleFX",-1,8,32,0,0,0)
FIST CDE 2
FIST B 0 SetPlayerProperty(0,1,0)
FIST F 2 A_FireCustomMissile("HardKnuckle",0,1,10,-2)
//FIST F 0 A_ChangeVelocity(-Cos(pitch)*9, 0, sin(pitch)*5,CVF_RELATIVE)
FIST F 0 A_ChangeVelocity(-9, 0, 0, CVF_RELATIVE)
FIST GHI 2
FIST B 0 SetPlayerProperty(0,0,0)
FIST JKLMNOP 2
FIST A 0 A_Refire
Goto Ready+1
NoAmmo:
FIST A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor HardKnuckleAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor HardKnuckleFX
{
scale 2.5
Radius 9
Height 9
+NOGRAVITY
-SOLID
+NOINTERACTION
+CLIENTSIDEONLY
States
{
Spawn:
HARD BCDE 2
stop
}
}

actor HardKnuckle
{
PROJECTILE
scale 2.5
damagetype "HardKnuckle"
Speed 38
Radius 12
Height 10
Damage (70)
States
{
Spawn:
HARD A 3
loop
Death:
MMFX BCDE 2
stop
}
}

428
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 18, 2013, 07:25:44 PM »
Quote from: "Gummywormz"
The music code cannot be the same as the map code.

Well, Damn....

Thanks  :)

429
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 18, 2013, 06:56:47 PM »
When I try to test my map, It will say "Can not find map Wily6"

I checked my MAPINFO Several times and i don't see anything wrong with it

Code: [Select]
Map WILY6 "Lab"
{
   next = "Wily7"
   sky1 = "BLACK", 0
   cluster = 1
   music = "Wily6"
   aircontrol = 0.5
   forcenoskystretch
   clipmidtextures
   }

So... What the heck is going on!?  :?

430
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 12, 2013, 02:56:28 AM »
Quote from: "Lego"
Awesome, have fun~

Oh, did you get those oil pits working?

Not yet  :(

EDIT2: I got it! *plays "Fire" by Ohio Players*  (This should be Fire Man's theme)  :D

EDIT3: so, if i wanted another oil pit, what would i have to change?

EDIT4: Got it.  :)

EDIT5:
Quote from: "Shade Guy"
2. This requires a bit of ACS scripting. Give the sectors that you want to be instakill a tag. Open Doombuilder 2's Script Editor and copy this script in and edit it accordingly.
Code: [Select]
#include "zcommon.acs"

Script [Any number, probably 1] OPEN
{
delay(1);
SectorDamage([This is the tag that you gave the instakill sectors], 255, [This changes what the obituary will say when the player dies from the pit. If you want it to say 'fell too far', put it as "Falling". Look at the ZDoom Wiki under Damagetypes to find more], 0, DAMAGE_PLAYERS);
restart;
}
Hopefully this helps.

What do I do if I want it to be a lava kill? I tried LAVA, FIRE, and OB_LAVA, and MOD_LAVA. It still says "Player" died.

431
Skins & Bots etc / Re: VirtualSonic43's Junkyard (TAILSMAN UPDATE)
« on: July 11, 2013, 07:54:04 PM »
Quote from: "VirtualSonic43"
He's just my terrible Sonic fan character, I'm practically "remaking" him into Naize the Wolf. Who is the updated Cedric, don't worry though because I'll still let people download Cedric for those who still sorta like him.

Terrible!? He is awesome!! I like how he looks and his attitude.  :)
I wanted to do my Sonic Fan characters, but I suck at sprite work. :(

432
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 11, 2013, 07:48:29 PM »
When I try to compile, it gives an "Identifier has not been declared" error on line 27

Code: [Select]
if(MaxFrags >= GetCVar("fraglimit") - 5 && BossMusic==False)
EDIT2: Never mind, I got it. I forgot to put
Code: [Select]
#include "zcommon.acs" at the top.  :lol:

EDIT3: ok, so... the victory theme works, but not the boss theme.

EDIT4: Never mind, I got it  :lol:

433
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 11, 2013, 04:12:39 PM »
Quote from: "Stardust"
From experience I think it changes when you're 5 frags away from the goal.

Not in my maps.

434
Skins & Bots etc / Re: VirtualSonic43's Junkyard (TAILSMAN UPDATE)
« on: July 10, 2013, 10:08:12 PM »
I love the Cedric the Wolf bot and the Cedric the Wolf skin.

435
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: July 10, 2013, 07:06:30 PM »
Quote from: "Lego"
That...should do it. Let me know if you have any issues.

Hmmm, still not working. I am even trying it with Flame Blast.  :?

EDIT: I was also wondering how, in deathmatch, when the frag limit is getting close the music changes. Also the victory jingle at the end of a round.

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