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you NEED these music packs. Why? Did you know that you can include the music in the .wad itself? These look/appear completely optional.now you dont have to sacrifice the maps to play these!a cool thing i reailized, if you add this map pack and play campaign mode, if you pick one of the levels in this map pack the same bots will be added to the stage but you fight on this map packs level, for example if i go in drillmans level in campaign, it will be this drillman with the same fraglimit, bots and everything. That is because the codes aren't changed; you're still using the codes that the core game uses. So yes, it does replace the maps still. .wads/.pk3 files have some sort of priority i'm assuming over the core, and with the core confused about which is which (using the same map code), they use yours instead. Please, just make them all one code, such as MRMX## (Mario Remix##). i have tested the map pack out on v3a and it does in fact work. i dont know why other wads dont.....Explained above. You pretty much just confused/screwed over the core maps.For future reference, you should also try to include more than 1 or 2 maps per new version (Try maybe releasing 5 per new version), just so that the version number doesn't stack too high.Thank you and have a fantastic day.
something else i made is a ryu bot.skin. sorry dont know how to include skinshttp://www.mediafire.com/?0a4prkrfnkzn2urand bot itselfhttp://www.mediafire.com/?e3tusoonwyu7i0q
#include "zcommon.acs"Script X (int WhichPit){if(CheckInventory("OilPitFlag") && ClassifyActor(0) == 256) { If(WhichPit==0 || CheckActorFloorTexture(0,"FIRELAV") == 1){Terminate;} ChangeFloor(WhichPit,"FIRELAV"); Sector_SetDamage(WhichPit,255,MOD_LAVA); SpawnSpot("FlameOily", WhichPit); Delay(525); Sector_SetDamage(WhichPit,0,0); ChangeFloor(WhichPit,"FLAMOIL"); }}