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Author Topic: [Game Modes] Roboenza mods + Other Creations (Upd. 9/8/13)  (Read 126389 times)

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May 12, 2011, 12:46:10 AM
Reply #90

Offline Messatsu

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #90 on: May 12, 2011, 12:46:10 AM »
If weapons are in the LMS rotation then they are available in Rage Roboenza.  The only catch is that currently Time Slow's slow attack will merely blind enemies instead of slowing them.  This is intentional and will be changed once Powered Up is released.

May 12, 2011, 12:50:24 AM
Reply #91

Offline Hallan Parva

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #91 on: May 12, 2011, 12:50:24 AM »
... hubba what!?

So this whole time I could've been using MMV weapons like Spark Chaser and Grab Buster...?
WHY DIDN'T YOU SAY THIS BEFORE.

May 12, 2011, 03:45:54 AM
Reply #92

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #92 on: May 12, 2011, 03:45:54 AM »
The infectmorpher is still borked... I think I know a way that could help. Try these:
Code: [Select]
actor RoboenzaWeapon : MegaBuster
{
Weapon.AmmoUse 0
Weapon.SlotNumber 1
Obituary "%o was eaten alive by %k."
Inventory.Pickupmessage "Infected!"
+WEAPON.AMMO_OPTIONAL
//inventory.icon "INFEWEP"
Scale 2.0
States
{
//Spawn:
//WEA2 Y 1
//loop
Ready:
ZOMA A 0 ACS_ExecuteAlways(998,0,255)
ZOMA A 0 ACS_ExecuteAlways(704,0,255)
ZOMA A 0 SetPlayerProperty(0,0,1)
ZOMA A 0 A_TakeInventory("PharaohCharge",1)
ZOMA A 0 A_SpawnItem("ZombieSound")
ZOMA A 5 A_ChangeFlag("NODAMAGE",0)
ZOMA A 0 A_JumpIfInventory("RoboenzaCount",1,"RealReady")
Goto Melt
RealReady:
ZOMA A 0 SetPlayerProperty(0,0,0)
ZOMA A 0 ACS_ExecuteAlways(708,0)
ZOMA A 1 A_WeaponReady
Goto Ready+6
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
ZOMA A 1 A_Lower
loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
ZOMA A 1 A_Raise
Loop
Fire:
ZOMA A 0 A_JumpIfNoAmmo("NoAmmo")
ZOMA A 0 A_FireCustomMissile("InfectMorpher1",0,1,0,0)
ZOMA A 0 A_GunFlash
ZOMA BCDEFG 3
ZOMA HIA 3
Goto Ready+6
AltFire:
ZOMA A 1 A_JumpIf(z-floorz>0, "RealReady")
ZOMA A 0 A_JumpIfInventory("RoboenzaCount",6,"SupaJump")
Goto Ready+6
SupaJump:
ZOMA A 0 A_PlaySoundEx("item/refill","Voice")
ZOMA A 1 ThrustThingZ(0, 75, 0, 0)
ZOMA I 1 A_TakeInventory("JumpCancler",1)
ZOMA H 1 A_TakeInventory("RoboenzaCount",5)
TNT1 A 10
ZOMA HIA 3
Goto Ready+6
NoAmmo:
ZOMA A 1 ACS_Execute(979,0)
ZOMA A 0 A_Refire
goto Ready+6
Melt:
ZOMA A 3 DamageThing(255)
loop
Flash:
TNT1 AAAAAAAAAAAA 2 A_FireBullets (0, 0, 1, 0, "ClimbChecker", 0, 43)
stop
}
}

Code: [Select]
ACTOR InfectMorpher1 : MorphProjectile
{
Damage 1
+RIPPER
Projectile
+FOILINVUL
MorphProjectile.MorphFlash ""
MorphProjectile.UnMorphFlash ""
MorphProjectile.PlayerClass "InfectedClass"
MorphProjectile.Duration 999999999999
MorphProjectile.MorphStyle MRF_FULLHEALTH|MRF_NEWTIDBEHAVIOUR|MRF_UNDOBYDEATH
Speed 10
Height 15
Radius 15
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("InfectMorpher2",(momx/10)*15,(momy/10)*15,(momz/10)*15,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)
stop
}
}

ACTOR InfectMorpher2 : InfectMorpher1
{
Height 10
Radius 10
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_SpawnItemEx("InfectMorpher2",momx,momy,momz,momx,momy,momz,0,SXF_ABSOLUTEMOMENTUM|SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION)
stop
}
}

ACTOR InfectMorpher3 : InfectMorpher1
{
Height 5
Radius 5
States
{
Spawn:
TNT1 A 1
stop
}
}

It is basically my "Laser code", but moded just so it has a limited range controlled by these three projectiles. This way you have a cone with the broader side toward the user, granting a wider area of effect when the target in directly in front.

May 27, 2011, 03:02:18 PM
Reply #93

Offline Messatsu

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #93 on: May 27, 2011, 03:02:18 PM »
I've been playing around with my Team Assassination code a bit and had a question I wanted to pose.  Without making the captains weaker (the idea is the captain is the team leader, not someone who needs to be escorted), how could this mode be improved?  Right now I'm changing a few small things but am looking for other suggestions.

-Captains won't be selected unless there are 2 members per team.  That way you won't have 1 vs 1 captain fights.
-Captains selection doesn't start till 10 seconds after the round starts.  This is so that more people have time to join and thus can be made captain.
-Alt Fire is now 5 bullets instead of 3 thus freezes the player longer and has a bit randomness to it to make it unreliable over a distance
- Captain's do even less damage to each other (10 damage instead of 20) to encourage them to avoid fighting each other directly.

May 27, 2011, 07:28:08 PM
Reply #94

Offline Tesseractal

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #94 on: May 27, 2011, 07:28:08 PM »
Quote from: "Messatsu"
I've been playing around with my Team Assassination code a bit and had a question I wanted to pose.  Without making the captains weaker (the idea is the captain is the team leader, not someone who needs to be escorted), how could this mode be improved?  Right now I'm changing a few small things but am looking for other suggestions.

-Captains won't be selected unless there are 2 members per team.  That way you won't have 1 vs 1 captain fights.
-Captains selection doesn't start till 10 seconds after the round starts.  This is so that more people have time to join and thus can be made captain.
-Alt Fire is now 5 bullets instead of 3 thus freezes the player longer and has a bit randomness to it to make it unreliable over a distance
- Captain's do even less damage to each other (10 damage instead of 20) to encourage them to avoid fighting each other directly.

I'm going to say I like/approve all these things, although the last one I'm unsure about (not sure yet whether it'll be good or bad). Now I haven't been able to play this mode as much, the only problem I had was rounds ending instantly due to captains failing it. You've altered it to make a "ball-saver" effect where it just reselects the captain if it's in the first 30-60 seconds ago. Was it your intent to have rounds end instantly because the captain killed himself(jumped off a cliff/etc.)? When you have rounds end instantly you create a sort of roboenza-like slowness.

Here's my other idea: you could could try picking another captain with LESS health - or say that falling down a pit as a captain respawns him with a 50% MAX hp penalty? Meaning that if he had less than 50% health, he would die. I don't remember if captains are immune to wind storm / ghold right now. That way, captains would still be punished for dying - they couldn't use it as an easy escape, but the rest of the players don't have to lose a round because of captain incompetence. It might not be the best idea, but instant-kill of captains is something I think should be approached.

May 31, 2011, 02:56:44 PM
Reply #95

Offline Messatsu

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #95 on: May 31, 2011, 02:56:44 PM »
Hrmmmm, I'm not sure what I can do about the falling bit.  I'll check to see if I can put some kind of protection against that but I can't promise anything.  Fail Captain is fail after all.  Problem with all team games is that some people just are bad at team games.  

On a related note.  What improvements could be done to Rage Roboenza?  It seems that it's fairly balanced now, but one common complaint is the morph projectile.  I've seen Tsuki's solutions but I think each of those has some related problem.  The cone 'laser' shot would require the person to be more accurate, but you still have a distance problem.  The other idea I'm toying with is to make it an 'explosion' but the distance is cut dramatically.  I think this may help with those point blank misses while hopefully preventing those silly 10 ft grabs.  What do you all think?

May 31, 2011, 03:13:51 PM
Reply #96

Offline Myroc

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #96 on: May 31, 2011, 03:13:51 PM »
Maybe make the captain start out with a free Beat Call?

May 31, 2011, 09:12:44 PM
Reply #97

Offline Messatsu

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #97 on: May 31, 2011, 09:12:44 PM »
Actually that was the very idea I was going to go with.  The issue was that beat call actually protects from falling damage and requires a separate script to cause flight to occur.  Without that script captains can just run around pits.  I worked around this by giving beat and calling the script as part of the pain state.  This actually does good damage to the captain but also gives a chance for recovery.

June 01, 2011, 09:52:22 PM
Reply #98

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #98 on: June 01, 2011, 09:52:22 PM »
Mega Error in Ragenza:
Somehow, when I spectated as first infect, it DIDN'T end the round. It kept going on without infects. Could be fixed if it checked for "players with RoboenzaWeapon" to declare end of the round?

June 02, 2011, 07:55:55 AM
Reply #99

Offline Shade Guy

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #99 on: June 02, 2011, 07:55:55 AM »
I like how you openly admit to spectating when you become alpha.

June 02, 2011, 01:29:12 PM
Reply #100

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #100 on: June 02, 2011, 01:29:12 PM »
Quote from: "Shade Guy"
I like how you openly admit to spectating when you become alpha.
It's not my fault if there was lag, the infect morpher works like crap and Kenkoru was almost 100 ms ahead of me. Also, the main problem people have with that behavior is when the infect doesn't even try. I tried tagging Kenkoru about ten times, someone else five.

I remember I was in a hole before I spectated and Kenkoru was near, and he has the fame of Item 1'ng ppl.

June 02, 2011, 06:50:21 PM
Reply #101

Offline Korby

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 5/
« Reply #101 on: June 02, 2011, 06:50:21 PM »
So wait out your death or don't play.

June 03, 2011, 12:25:10 AM
Reply #102

Offline tsukiyomaru0

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #102 on: June 03, 2011, 12:25:10 AM »
The improvements are cool and al, but there's something that seems off. At the right angle if you are close to a wall, it won't work. Specially when it should. I don't know why this happens or, for that matter, HOW this happens. Oh, well, at least the accuracy isn't as wonky as it used to be, it is much better actually.

And, again, people are abusing of the VK against more than one person, using stupid reasons. that and spamming Dogman stage.

funny thing: you can still use the item that replaces mega buster with the bass buster if you are infected, but it won't change your weapon into Bass Buster. I bet it works with Proto Buster too?

June 03, 2011, 12:55:57 AM
Reply #103

Offline Korby

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #103 on: June 03, 2011, 12:55:57 AM »
Vote Kicking has nothing to do with this topic. Leave it out of here.

June 03, 2011, 02:13:48 AM
Reply #104

Offline SmashTheEchidna

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Re: [Game Modes] Rage Roboenza + Team Assassination (Upd. 6/
« Reply #104 on: June 03, 2011, 02:13:48 AM »
Personally I think people have been complaining about that range too much. Now the infect weapon seems a bit TOO accurate. If I'm anywhere near a zombie I'm gonna get infected. I can scarcely jump over their heads anymore, 'cause they yank me down out of the air with little effort.

But everyone else seems to be fine with it, so I'm just gonna have to get used to it. =/ It's going to be a lot harder for the survivors now.