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Author Topic: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot, RS] - Updates  (Read 35879 times)

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February 18, 2011, 12:42:20 AM
Reply #90

Offline Ashley

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot] - BHB Updated
« Reply #90 on: February 18, 2011, 12:42:20 AM »
I have the explosion done. I just need the rotations for the bomb itself. (front, leftcorner, left side, rightcorner, back, backleftcorner, right side, backrightcorner)

The reason for all of those instead of the standing skin one, is because of how I make the projectiles work.

February 20, 2011, 04:10:43 AM
Reply #91

Offline Ryuga_knight

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot] - BHB Updated
« Reply #91 on: February 20, 2011, 04:10:43 AM »
Cool weapons, I can't wait for the black hoel bomb to suck. (oh bad puns are bad)

February 20, 2011, 04:43:38 PM
Reply #92

Offline Ashley

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot] - BHB Updated
« Reply #92 on: February 20, 2011, 04:43:38 PM »
Aye.. Neither can I. Such a problem to make it do so~...

February 20, 2011, 05:12:46 PM
Reply #93

Offline tsukiyomaru0

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot] - BHB Updated
« Reply #93 on: February 20, 2011, 05:12:46 PM »
Quote from: "Ashley"
Aye.. Neither can I. Such a problem to make it do so~...
Let me see here some things of use:
A_RadiusThrust seems to be the only. Have the black hole constantly call for
A_RadiusThrust(-500,256,0)

If that works, please, try recording it to give us some eye candy. :3

February 20, 2011, 05:22:26 PM
Reply #94

Offline arkman

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot] - BHB Updated
« Reply #94 on: February 20, 2011, 05:22:26 PM »
I tried that before, but unfortunately radius thrust doesn't seem to accept negative values.

February 20, 2011, 05:48:50 PM
Reply #95

Offline tsukiyomaru0

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot] - BHB Updated
« Reply #95 on: February 20, 2011, 05:48:50 PM »
What about doing something like this:

(click to show/hide)

That spawns a ring of knives that sits still for 10 tics, before they spawn projectiles that heads directly to the center of ring, giving the impression they were shoot.

How it could work?

First, reduce the idle tics from 10 to 1 OR have the ring spawning (in the example, SakuyaSpecial1) give an negative speed when spawning the item.)
Second, give a normal A_RadiusThrust action to each frame of the projectiles and make them RIPPER and PAINLESS.
Third, find out how many tics it takes for the projectiles to get closer to the spawner one and set that to their animation, ending with a full stop

February 20, 2011, 11:30:42 PM
Reply #96

Offline Ashley

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot] - BHB Updated
« Reply #96 on: February 20, 2011, 11:30:42 PM »
Tsuki, how would that help again?

We're not shooting things. We're pulling things into other things.

EDIT:
You can make the vortex summon objects around it X/Y distance away from it that use A_RadiusThrust so they're still pushed into it.. But then there's the problem of walls. Walls would cause these invisible objects to disappear, or move above them [elevated floor].

Such a hassle...

EDIT2:

From the ZDoom Wiki:
"Classes: PointPuller

A point puller pulls nearby actors towards it. This force crosses sector boundaries, decreases linearly with distance, and is felt within a circle centered on itself. The force is felt only if the point puller can see the target object."

This would work, almost perfectly, if we could make it summon when the vortex does, on that exact spot, and disappear when it does.
Ideas?


Nope. It would require sectors of the map to have Pusher Enabled, anyways.

February 20, 2011, 11:58:02 PM
Reply #97

Offline arkman

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot] - BHB Updated
« Reply #97 on: February 20, 2011, 11:58:02 PM »
what he means is to spawn a bunch of harmless projectiles far out,
then the projectiles will move in towards the bomb,

if the projectiles hit something the run A_radius thrust and push towards the bomb.

also you have to set A_radius thrust  much higher than 500. it calculates knockback as value/2/player mass.

the playermass in mm8bdm is 9999, so really big numbers.

but yeah it wouldn't work quite right in closed in areas

February 21, 2011, 03:23:01 AM
Reply #98

Offline Mr. X

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot, RS] - New RS!
« Reply #98 on: February 21, 2011, 03:23:01 AM »
So, I took these weapons for a test drive and here's my complaints.  Note that I tested these quickly in a map without bots or anything to fight.

Black Hole Bomb:  Well, the lack of sucking people in is obvious, but as is the difficulty of figuring out how to do it, so other than that, my only recommendation is to perhaps make it like Gyro Attack:  Hit the button once to fire and once again to detonate.  The reasoning behind this is to make it ever so slightly easier to use.  It moves so slowly that you can outrun it, so holding the button while running ahead, then turning around is a bit tough.  It's not a necessary change, but I think it would be better.

Thunder Wool:  It's bad.  However, not entirely your fault:  Turning a bad weapon in MM10 into a not-so-bad weapon in 8BDM is a tough task.  However, it seems to me once the cloud hits the ceiling, it accelerates, which makes it even tougher to aim than if it just stopped once it hit the ceiling.  The other huge problem is obvious so I'm not going to bother pointing it out again.

Astro Crush:  Fine except for the fact that the meteors are not truly 8-bit:  There are far too many colors in the sprite.

Concrete Shot:  Broken badly.  Being remotely near the wall results in the block instantly trapping yourself.  The blocks also last way too long, so once this happens you are screwed.  Also, you need to have it where the blocks do not form against the wall.  This allows players to go absolutely anywhere in the level they want to with well timed jumps.  Make the blocks themselves effected by gravity if possible.  If not, make the projectiles slide down the wall then form blocks against the floor (not sure if this can be done either).

Rebound Striker:  Like the Energizer Bunny, it just keeps going and going and going.
(click to show/hide)
One person should not be capable of filling a room with this many projectiles.  Also, I switched to Concrete Shot, played with it for a good 15 seconds, turned around, and still saw a few bouncing around.  There needs to be like a time limit on how long each shot should be in the map.

February 21, 2011, 03:38:19 AM
Reply #99

Offline tsukiyomaru0

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot, RS] - New RS!
« Reply #99 on: February 21, 2011, 03:38:19 AM »
Quote from: "Mr. X"
Rebound Striker:  Like the Energizer Bunny, it just keeps going and going and going.
(click to show/hide)
One person should not be capable of filling a room with this many projectiles.  Also, I switched to Concrete Shot, played with it for a good 15 seconds, turned around, and still saw a few bouncing around.  There needs to be like a time limit on how long each shot should be in the map.
maybe Bounce Count?

February 21, 2011, 03:40:02 AM
Reply #100

Offline Mr. X

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot, RS] - New RS!
« Reply #100 on: February 21, 2011, 03:40:02 AM »
I think that's what it's going off of now.  It has too many bounces, and since it moves slower with each bounce, each projectile hangs around for a looooong time.

February 21, 2011, 03:41:56 AM
Reply #101

Offline CHAOS_FANTAZY

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot, RS] - New RS!
« Reply #101 on: February 21, 2011, 03:41:56 AM »
Quote from: "Mr. X"
I think that's what it's going off of now.  It has too many bounces, and since it moves slower with each bounce, each projectile hangs around for a looooong time.

Canonically, a Rebound Striker--when thrown by Strike-Man--lasts a total of 6 bounces before dissipating.  How many do these last?

February 21, 2011, 03:43:03 AM
Reply #102

Offline NitroBro

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot, RS] - New RS!
« Reply #102 on: February 21, 2011, 03:43:03 AM »
haha just like mine except the ball has no rotations, good job, i wonder if ours are completely the same?...

February 21, 2011, 03:50:05 AM
Reply #103

Offline Mr. X

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot, RS] - New RS!
« Reply #103 on: February 21, 2011, 03:50:05 AM »
Quote from: "CHAOS_FANTAZY"
Quote from: "Mr. X"
I think that's what it's going off of now.  It has too many bounces, and since it moves slower with each bounce, each projectile hangs around for a looooong time.

Canonically, a Rebound Striker--when thrown by Strike-Man--lasts a total of 6 bounces before dissipating.  How many do these last?

I didn't count, but it might be six.  The way they were bouncing, they weren't hitting walls for a while.  There should be a time failsafe where they kill themselves after a certain amount of time, or just make it go off of time.

February 21, 2011, 03:31:16 PM
Reply #104

Offline MLDKF

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Re: Ashley's Weapons [BHB, Thnd-Wool, AC, C.Shot, RS] - New RS!
« Reply #104 on: February 21, 2011, 03:31:16 PM »
I clicked on the download link and it said the site is malicious.

Why not try using 4shared like what Mr. X does?