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Im making some new maps but Im having some trouble with some stuff.How do you make it so AI players cant run off the cliff but you can like at airmans stage.Oh and dont forget about the question above
For "Fell too far" messages when falling on pits, I use an Actor Hits Floor thing (located in Sector Actions), click the Action Tab and type 73 in the action box and make the Damage Amount 255. It should say you fell too far when you fall in the sector you placed that thing.
You have to edit this to suit your mapThe spot with the ## make into your script number.The spot with ### make into the tag of the sector you want to be affected.Code: [Select]#include "zcommon.acs" // This defines the DAMAGE_PLAYERSscript ## OPEN // Your script number goes here MUST CHANGE OR WONT WORK{delay(1);SectorDamage(###, 255, "Falling", "BeatCallCheck", DAMAGE_PLAYERS); // Change the ### to the sector tag you want from your maprestart;}
#include "zcommon.acs" // This defines the DAMAGE_PLAYERSscript ## OPEN // Your script number goes here MUST CHANGE OR WONT WORK{delay(1);SectorDamage(###, 255, "Falling", "BeatCallCheck", DAMAGE_PLAYERS); // Change the ### to the sector tag you want from your maprestart;}
Actually, the death message displayed using that method is simply " died." with that configuration.
That's perfectly normal, as Mega Man 8-Bit Deathmatch handles F_SKY1 as a "skybox" texture. Basically, you make a skybox somewhere else in the map, toss a Skybox Viewpoint in, then go back to your main area and select F_SKY1 as your ceiling/floor texture to show the skybox.I believe your question about skyboxes was answered earlier in this very thread. :3