Advanced Search

Author Topic: [Mod] Mission Mode: Strength in Numbers [v1e]  (Read 58839 times)

0 Members and 1 Guest are viewing this topic.

September 09, 2013, 12:30:11 AM
Reply #135

Offline ZeStopper

  • Standard Member
  • Date Registered: January 15, 2013, 04:06:13 AM

    • View Profile
    • http://tinyurl.com/2g9mqh
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #135 on: September 09, 2013, 12:30:11 AM »
Soooooooooooooooooooooooo,

I did that thing, you know, I added core weapons to the map so now you can shoot bad dudes with other guys weapons.

That's good for you.

Download This
Stuff for le Future-
(click to show/hide)

September 09, 2013, 09:05:23 PM
Reply #136

Offline Joseph Collins

  • MM8BDM Contributor

  • Lv. 33 Pogo Fan
  • *
  • Date Registered: October 09, 2010, 04:47:35 AM

    • View Profile
    • http://josephlithius.tumblr.com
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #136 on: September 09, 2013, 09:05:23 PM »
That reminds me of a fun thing you can do with DM Flags.

Unlike the vanilla Mega Buster and other unlimited ammo weapons, the Single Player weapons are not coded to vanish when dropped.

Enable "players drop weapons when killed" on your server and bam.  Suddenly, Fakeman is running around with Restore Flush (if he picks it up) and Roll has a her brother's charge shot.  It's basically the same thing as the "fake playerclass" glitch, except you can access both class' weapons.  And of course, people need to die for it to happen.  Could be useful in the maps, though.  Like, for example, if Roll dies while healing someone, someone else can grab her heal gun and pick up the slack~

The downside?  This only lasts until you die.  Gives you some real incentive not to, though, eh?

September 09, 2013, 10:48:07 PM
Reply #137

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #137 on: September 09, 2013, 10:48:07 PM »
Looks like I have more things to iron out then~
Thanks for the info and I'm sorry for killing your fun again...but if you're going to do something like that, you may as well just enable cheats.

September 10, 2013, 01:55:22 AM
Reply #138

Offline ZeStopper

  • Standard Member
  • Date Registered: January 15, 2013, 04:06:13 AM

    • View Profile
    • http://tinyurl.com/2g9mqh
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #138 on: September 10, 2013, 01:55:22 AM »
Aw well, it was just for kicks.

September 10, 2013, 07:57:16 PM
Reply #139

Offline Joseph Collins

  • MM8BDM Contributor

  • Lv. 33 Pogo Fan
  • *
  • Date Registered: October 09, 2010, 04:47:35 AM

    • View Profile
    • http://josephlithius.tumblr.com
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #139 on: September 10, 2013, 07:57:16 PM »
You're totally going to get rid of the fake playerclass change bug too, aren't you?  *sobs*  No more blue-dress Roll with a revolver or or Doc Robot with a heal gun for me.  TxT

For those who aren't aware, the bug doesn't actually give you extra weapons or anything.  It just makes you look like another class while staying as your original one.  So for example, you could be Bass but look like Duo with funny colors, or play as Protoman, but look like Roll with a shield to other players.  Again, you're limited to your original class weapons, but you look like a different class.
It's also worth mentioning that this bug only works in online modes.  It won't trigger in Single Player or Offline Skirmish modes for whatever reason. (Probably the same reason you can't change your class and keep progress in the same game modes.)

September 10, 2013, 07:59:51 PM
Reply #140

Offline Knux

  • Standard Member
  • *
  • Date Registered: September 04, 2009, 06:56:01 AM

    • View Profile
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #140 on: September 10, 2013, 07:59:51 PM »
Or Bass with Proto Man's weapons. Too bad I cleaned my files a few days ago, along with a screenshot of Bass with Proto colors.

September 27, 2013, 06:05:31 PM
Reply #141

Offline Superjustinbros

  • MM8BDM MM9 Contributor

  • Something
  • *
  • Date Registered: October 29, 2012, 03:32:09 AM

    • View Profile
    • http://superjustintheblog.blogspot.com
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #141 on: September 27, 2013, 06:05:31 PM »
So I was thinking, Since Duo technically is considered the strongest but slowest of the classes (not being able to attack unless at a close range), could he have the Hard/Toad armor used in the Classes wads that gives him an additional 50% of HP? Or would that make him broken in contrast to the more mobile classes that can snipe from a large distance away?

IMO, a fully-charged Duo Fist doesn't do enough damage for it's own good.

September 27, 2013, 06:32:24 PM
Reply #142

Offline Korby

  • Global Moderator

  • Benvenuto nella room italiana!
  • *************
  • Date Registered: March 04, 2010, 03:36:02 AM

    • View Profile
    • Korby Games
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #142 on: September 27, 2013, 06:32:24 PM »
It two shots Escargot and one shots just about every basic enemy in the game.

Also, Duo is currently Sturdy armor. The Duo class in classes is going to have just a little less than that. I'm not giving him Hard armor.

September 28, 2013, 08:52:02 PM
Reply #143

Offline Superjustinbros

  • MM8BDM MM9 Contributor

  • Something
  • *
  • Date Registered: October 29, 2012, 03:32:09 AM

    • View Profile
    • http://superjustintheblog.blogspot.com
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #143 on: September 28, 2013, 08:52:02 PM »
It must have been since I was playing on the highest difficulty that the enemies needed more hits with Duo.

November 19, 2013, 07:08:06 PM
Reply #144

Offline Superjustinbros

  • MM8BDM MM9 Contributor

  • Something
  • *
  • Date Registered: October 29, 2012, 03:32:09 AM

    • View Profile
    • http://superjustintheblog.blogspot.com
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #144 on: November 19, 2013, 07:08:06 PM »
Bump, I know. But what was the general reason why Bass shoots the Bass Buster from MM&B rather than the one from MM10 (complete with different sounds), and why does it fire out like a drunk guy holding a machine gun, even though in all Bass' canon games and vanilla MM8BDM he can fire it with perfect accuracy?

Could the next version also restore the original Proto Buster (the version that's not covered in green highlights nor has the quite inefficient-to-use Proto Missles thanks to their delay before firing, slower speed, and sometimes hitting Proto's shield).

November 19, 2013, 08:13:47 PM
Reply #145

Offline Russel

  • MM8BDM Extender

  • Doc Croc
  • **********
  • Date Registered: December 17, 2010, 11:11:25 PM

    • View Profile
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #145 on: November 19, 2013, 08:13:47 PM »
I wanted to make the characters visually different, which is why everyone has different buster sprites, sounds, and animations. I would give the Bass Buster a tighter angle range, but that isn't possible without the frandom function which is only available in ZDoom. [Likely to be in Zandronum 2.0]
Also feel I should mention that in 8BDM, the buster isn't fired with perfect accuracy; it just isn't randomized vertically. I suppose I could pull a vanilla Doom chain gun and make the first shot be perfectly accurate and everything else not.

Protoman's buster is designed in the way it is to make it different from Megaman and Duo without stretching the existence of a single charge shot. I gave Mega a charge buster to hopefully make him more viable and/or popular.

But yeah...I will likely all of Protoman's shots +THRUGHOST so they don't hit the shield anymore.

November 20, 2013, 11:47:39 PM
Reply #146

Offline Number86

  • Standard Member
  • Date Registered: August 25, 2013, 09:18:10 PM

    • View Profile
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #146 on: November 20, 2013, 11:47:39 PM »
Quote from: "Lego"
I would give the Bass Buster a tighter angle range, but that isn't possible without the frandom function which is only available in ZDoom.

You can actually get around this limitation by using division. For example, I gave Doom's Plasma Rifle a inaccurate spread of 12/-12 that pretty much works like frandom would:
Code: [Select]
Fire:
    PLSG A 0
    PLSG A 0 A_GunFlash
    PLSG A 3 A_FireCustomMissile ("NewPlasmaBall", (random(120,-120)/100.0), 1, 0, 0, 0, (random(120,-120)/100.0))
    PLSG B 20 A_ReFire
    Goto Ready

Admittedly it's a bit hacky, but it works without making anything explode.

November 21, 2013, 12:16:13 AM
Reply #147

Offline Hallan Parva

  • MM8BDM MM8 Contributor

  • drifting absently across an endless sea
  • *
  • Date Registered: September 23, 2010, 10:32:40 PM

    • View Profile
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #147 on: November 21, 2013, 12:16:13 AM »
You are the coolest.


Also, admittedly I was supposed to make Proto Man suck less, but trademark laziness wins again. Whoops. Don't worry, he'll be far less awkward to use whenever Single Player (and, in turn, SiN) gets around to updating.

June 02, 2014, 11:02:31 PM
Reply #148

Offline Flare Blitz

  • Standard Member
  • Date Registered: May 08, 2014, 11:24:57 PM

    • View Profile
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #148 on: June 02, 2014, 11:02:31 PM »
Hi!

I want to make a replica of this,  but instead of this,  it would be a Rockman No Consistancy version. I want it to be compatible with the new Justiderp, which changes bosses from 1-6. Oh., and I also want to host a server with these WADs. Can I have some help?

June 03, 2014, 02:16:32 AM
Reply #149

Offline Korby

  • Global Moderator

  • Benvenuto nella room italiana!
  • *************
  • Date Registered: March 04, 2010, 03:36:02 AM

    • View Profile
    • Korby Games
Re: [Mod] Mission Mode: Strength in Numbers [v1d]
« Reply #149 on: June 03, 2014, 02:16:32 AM »
I'm a little bit confused by what you're asking for.
Could you elaborate a bit further?