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Messages - tsukiyomaru0

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151
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: December 23, 2013, 06:49:51 PM »
Also, will the Copy Vision fire to a single direction or will it become a Treble Sentry clone that you can use pretty much infinitely?

152
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: December 20, 2013, 06:18:26 PM »
Quote from: "Lagman"
(click to show/hide)
That happens in Software too, by the way.

153
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: December 14, 2013, 06:10:40 PM »
Quote from: "Ivory"
Tengu Blade has already been dealt with. It does have both weapon functionality intact and that's as much as I will say on the matter for now.
Great, now you made me curious as to how it will make use of both functions...

154
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: December 14, 2013, 05:25:43 PM »
Maybe have its sliding attack be used if player doubletaps Forward? Or have the sliding only happen if Pitch <= -20?

155
MM8BDM Discussion / Re: is there any weapons that use the alt fire function
« on: December 06, 2013, 09:52:55 PM »
In core? Nope, not at all.
In mods? Plenty.
In classes mods (pretty much all of them), it is a MUST.

156
You can have it NOT depend on the music file. Like: you can optionally download the music files and place them in skins folder. The worst that happens if the ACS or host uses changemus to a music you don't have is, for the player lacking them, end up in eerie silence or not changing music.

157
Just one thing: 90 MB = no no!

158
W.I.P Forum / Re: The Idea(s) Topic
« on: December 03, 2013, 07:10:44 PM »
Well, I was going to get started into my Contra 3 DM mod for MM8BDM, but... Nah, it's pointless. No one plays these things at all. But I'll spoil you what I was going to do:
1. The smart bomb, due to engine's limitations, would not be in the game. However its pickup would grant you something more interesting.
2. Yes, you could get the tank's rocket as a weapon. Limited ammo, but with ammo regen.
3. Remember the whole thing about using two weapons at once? Yep, I was gonna do that too. Except you would not spin like a top, but instead fire a "combined shot"
4. Also, two weapons. Nuff said.

159
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: December 02, 2013, 07:27:38 PM »
But, really, the wind as is? It is an overkill. It's also the reason that made previous MM7CLO borderline unplayable: the moment you got out you were swept into the nearest pit. Now, the wind method, while I DO like, should be toned down to MM&B level. Then, in Robot Museum in the MM&B expansion, the wind COULD exist at all times.

160
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: December 01, 2013, 07:12:01 PM »
Quote from: "Lagman"
Quote from: "tsukiyomaru0"
Sunny (When hit by fire or light weapons): Causes a brief flash and returns weather to "normal"
Rain (When hit by water weapons or any weapon during "normal" weather): Glass platform disappears, wind pushes players while they are not standing on a surface, sometimes a lightning may happen and reveal the glass platforms for a brief moment.
Snow (When hit by ice weapons): Glass platforms are perfectly visible, movement becomes a little slippery (like in MM2FLA) and snowflakes may hinder player's sight.

Um, you do realize that the glass panels should always stay, so that players don't have to be stuck on one platform, waiting for the weather to be changed, right?
By "Disappear" I mean: invisible or mostly invisible. Spologies for the lack of clarity.

161
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: November 30, 2013, 10:31:32 PM »
on the subject of Cloudman, better ideas for the weathers:
Sunny (When hit by fire or light weapons): Causes a brief flash and returns weather to "normal"
Rain (When hit by water weapons or any weapon during "normal" weather): Glass platform disappears, wind pushes players while they are not standing on a surface, sometimes a lightning may happen and reveal the glass platforms for a brief moment.
Snow (When hit by ice weapons): Glass platforms are perfectly visible, movement becomes a little slippery (like in MM2FLA) and snowflakes may hinder player's sight.

EDIT: Because the problem on MM7CLO is (and was) never the layout, but rather the fact that the wind is the greatest enemy at all times.

162
MM8BDM Discussion / Re: MM8BDM Screenshots
« on: November 30, 2013, 04:28:43 AM »
Quote from: "OtakuAlex"
I say every server should have it enabled, it's better that way. I'm sure it being disabled by default is just because it's more canon that way, but having it enabled is more fun (IMO).
However doesn't work very well with weapons that spawns the projectile instead of firing.

163
W.I.P Forum / Re: The Idea(s) Topic
« on: November 29, 2013, 12:30:50 AM »
I have an idea! How about we actually put them into course of action?  :mrgreen:

Ahahaha, okay, I know I'm an ass... Now, on a more serious idea... Final Fantasy Classes. I can think of ways to make it, but won't touch it unless a team starts taking on the idea.

164
Indeed, why no one made a Hale that requires you to strategically sneak around and plant mines that are difficult to see?

165
Quote from: "Davregis"
Quote from: "tsukiyomaru0"
Quote from: "Davregis"
How do I make a projectile give the class a flag on crash?

class as in the playerclass
Pain state in the class and damage type in the projectile.
Example: if DamageType of the projectile is "GravityBreaker", the playerclass will need a pain state defined "Pain.GravityBreaker", with an A_ChangeFlag action function in said pain state.

I referred to the calling playerclass, yet this was part of the solution that resulted.

An exploding projectile with the painstate as you describe works perfectly. Thanks!
Oh, so you meant give a flag to their master? You need CustomInventory instead. Make a CustomInventory that changes the flag on pickup and have the projectile use A_GiveToTarget said item.

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