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Messages - Messatsu

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181
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: January 10, 2014, 01:18:21 AM »
Yes, it's PAR.  When a player dies, they give an item to the person who killed them, and that calls a script (203 I think? It's called KilledMe) which then checks the levels par to determine which boss music to play.  Look at any CSCM map, it uses a modified version of the core script to change the boss music so you can (and have permission to) copy that and just alter the names of the music.  You COULD use PAR if you wanted to tackle the scripts in a global sense, but ....that's definitely more complicated and unnecessary.

182
Well, one of the original goals was to use the complete works music in whichever stage they existed.  However, if it's a song you wrote yourself I 'might' make an exception.  It's very quality dependent though so no promises.  Mapping and music can be quite subjective, so what I say is final.

183
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 25, 2013, 04:50:46 AM »
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.

184
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 24, 2013, 03:49:18 AM »
The fraglimit doesn't exactly change? I don't see it ever being 7.  Do you mean when a player SCORES 7 frags?

185
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 22, 2013, 04:03:54 PM »
A tutorial? Not really, there's an example map though in this topic
(http://www.cutstuff.net/forum/viewtopic.php?f=27&t=1920&start=500#p258558)

How it works is fairly simple.  Script 1 and 2 handle the actual gravity and the WaterCheck function determines if the player is in a viable sector and at the correct height.  You basically only need to modify the WaterCheck function and you can leave the Scripts themselves alone.

186
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: December 21, 2013, 11:21:31 PM »
The way the dash works is that it makes Rozark non-solid for the dash.  Since it would be a problem if uh...the class were to become solid in the middle of a player, it does an ACS check to look to see if there's a player in a small radius around.  If so, the dash continues for a little bit further and another check is done.  For some reason, there must have been a desync so the dash never really ended.  I will put a secondary check to prevent it from continuing forever.  God, the netcode in ZDR is horrible.  Btw, Rozark becomes slightly transparent during the dash which is why there was the 'ghost of rozark' flying around.

187
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: December 20, 2013, 04:27:54 PM »
Yea, that was my general benchmark.  I played my class for a few rounds, then played Mega Man for a few rounds.  In general I scored very similarly in the standings.  Some classes really do need a boost to their power, and some others are actually not bad as is.  One of the things I'd like most classes to move away from is the 'one trick pony' syndrome.  For example: Finite Zero's class (aka Pew Pew Laser Man) was literally just a, hold fire and things die, class. BORING.  He has a dash, but there's very little reason to use it.  ColdFusion a few builds back had his jetpack and attacks tied to the same meter.  If he fired when using jetpack, it would cancel the jetpack.  Simply separating the two and giving him a bit more ammo made his class a lot more viable.....and painful.... I think some other classes could benefit from small boosts too to bring them up a notch and make them more fun to play.

188
Projects & Creative / Re: [Expansion] Cutstuff Community Classes (v5a)
« on: December 20, 2013, 02:25:09 PM »
Quote from: "Isaac940"
Also I had a random thought about Mess's class. What if instead of gaining meter by just attacking, he gained a boosted amount (2x?) from actually hitting a target (wasn't that how it actually worked before the update?). Therefore the super attacks are rewards for being accurate and hitting a target rather than high-powered attacks you get by punching a wall enough. I know personally it's frustrating when a Messatsu player misses me a bunch of times and then just runs me over with a Lagless Hell Frag they got from just firing blindly a bunch.
The original did only gain super from hitting players.  Though you gained a ton of it.  I never liked this approach mostly because it just became frustrating to miss players just barely and get nothing while getting owned by an attack that you also dodged, but had enough splash damage to take half your health.  Lego's class in particular is a stupidly effective counter to me in a straight duel due to the range, speed and power of his missiles.  (3 missiles that are close will kill my class)  The entire point of the class was to be very high risk and reward.  So, while you can build super by punching a wall, to get up to the highest super, you need to fire 28 times.  Not exactly broken tier.  Also, if you miss with it, (Opponent can just jump) then it's a giant waste anyway.  I'm not saying the current system is perfect, but I'm also not really willing to roll backward to the previous setup at this point.

Quote from: "SmashBroPlusB"
That actually sounds like a good way to handle Messatsu's super meter situation. I know Barlowe brought up another idea in a Skype call that was up during the open beta, where the super meter would work closer to the Revenge Gauge from SFIV. Rather, the meter would fill up whenever Messatsu takes damage, so you have to play smart and try to survive in order to gain your supers instead of basically Rambo bumrushing your way through everything.
Ehhh, I really don't like this idea.  It definitely unique, but given the light armor, this would be more frustrating than practical.

189
Help & Editing / Re: How do "I" do THAT in Doom Builder?
« on: December 19, 2013, 11:55:54 PM »
Quote from: "Megaman94"
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!!");
    }
Well, everything for starters.  There's not enough info here to even begin to hell you what's specifically wrong, but I can see a bunch of items that are potentially way off point.  Can you shed a little light on what you're trying to do?

190
MM8BDM Discussion / Re: MM8BDM v4 Public Thread
« on: December 14, 2013, 01:44:18 PM »
At this point, no core weapon will use an altfire.

191
MM8BDM Discussion / Re: is there any weapons that use the alt fire function
« on: December 07, 2013, 07:42:18 PM »
Skins folder? No no. The only thing that should go into the skins folder are skins. Well also music packs, but never moda.

192
MM8BDM Discussion / Re: is there any levels that have secret rooms?
« on: December 04, 2013, 04:57:31 PM »
As Ceridran has said, no levels have 'secret' rooms in the sense that they trigger the "YOU FOUND A SECRET" message.  However, if you aren't aware of them, hidden in each level is a Yashichi (pinwheel looking thing).  It can be a challenge to find them all, but they're purely cosmetic.

193
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: December 02, 2013, 02:27:24 PM »
Neither did the rain for that matter.

194
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: December 01, 2013, 08:24:53 PM »
If an opportunity presents itself I might give this a shot, or some variation thereof.  Gotta be fun and playable mind you.  Prior to switching to UDMF this wasn't even possible

195
MM8BDM Discussion / Re: MM8BDM v4 What maps do you feel need work?
« on: November 29, 2013, 10:52:54 PM »
And the topic of discussion has turned to an overused easter egg that already has it's place in Star Man's map....and Shade mans?  I think we should be focusing on layouts and to a lesser extent weapon placement.  Like for example: The Rush Coil in front of the Time Stopper in MM2DW1 should probably be moved to the far end of the map.

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