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script X ENTER CLIENTSIDE{//cvar declarationsif(!getCvar("Examplecvar")){ConsoleCommand("set examplecvar 0; archivecvar examplecvar; use testCanceller;");}else if(getCvar("Examplecvar")==1){ConsoleCommand("use testSuccesser");}}
actor testFailFlag : Once {}actor testSuccessFlag : Once {}actor testCanceller : CustomInventory{+INVENTORY.AUTOACTIVATEStates{Use:TNT1 A 0 A_TakeInventory("TestSuccesser", 1)TNT1 A 0 A_GiveInventory("TestFailFlag",1)stop}}actor testSuccesser : testCanceller{states{Use:TNT1 A 0 A_TakeInventory("TestCanceller", 1)TNT1 A 0 A_GiveInventory("TestSuccessFlag",1)stop}}
int exampleswitch[64];Script X ENTER clientside{//keep the old cvar creation stuff in this script too.int val = getCVar("examplecvar");int pln = PlayerNumber();int cln = ConsolePlayerNumber();int Y = ;//put a number hereif(pln!=cln){Delay(1);}str command = strParam(s:"puke ", i:Y, s:" ", i:val, s:" ", i:pln);ConsoleCommand(command);}script Y (int val, pln) net{//in Samsara, it actually uses binary logic to handle multiple flags without using a ton of if else statements.//This may not be necessary here unless you want to simplify it.exampleswitch[pln] = val;}
int paletteSwitch[64];int neutralSwitch[64];int forwardSwitch[64];int backSwitch[64];int sideSwitch[64];Script 451 ENTER clientside{if(PlayerIsBot(PlayerNumber())){terminate;}if(!GetCvar("SmashArsenal_AltPalette")) {ConsoleCommand("set SmashArsenal_AltPalette 0"); ConsoleCommand("ArchiveCvar SmashArsenal_AltPalette");}if(!GetCvar("SmashArsenal_CustomNeutralSpecial")) {ConsoleCommand("set SmashArsenal_CustomNeutralSpecial 0"); ConsoleCommand("ArchiveCvar SmashArsenal_CustomNeutralSpecial");}if(!GetCvar("SmashArsenal_CustomForwardSpecial")) {ConsoleCommand("set SmashArsenal_CustomForwardSpecial 0"); ConsoleCommand("ArchiveCvar SmashArsenal_CustomForwardSpecial");}if(!GetCvar("SmashArsenal_CustomBackSpecial")) {ConsoleCommand("set SmashArsenal_CustomBackSpecial 0"); ConsoleCommand("ArchiveCvar SmashArsenal_CustomBackSpecial");}if(!GetCvar("SmashArsenal_CustomSideSpecial")) {ConsoleCommand("set SmashArsenal_CustomSideSpecial 0"); ConsoleCommand("ArchiveCvar SmashArsenal_CustomSideSpecial");}int val = getCVar("SmashArsenal_AltPalette");int pln = PlayerNumber();int cln = ConsolePlayerNumber();int Y = 456;if(pln!=cln){Delay(1);}str command = strParam(s:"puke ", i:Y, s:" ", i:val, s:" ", i:pln);ConsoleCommand(command);Delay(1);if(banCustoms >= 1){terminate;}val = getCVar("SmashArsenal_CustomNeutralSpecial");Y = 457;command = strParam(s:"puke ", i:Y, s:" ", i:val, s:" ", i:pln);ConsoleCommand(command);Delay(1);val = getCVar("SmashArsenal_CustomForwardSpecial");Y = 458;command = strParam(s:"puke ", i:Y, s:" ", i:val, s:" ", i:pln);ConsoleCommand(command);Delay(1);val = getCVar("SmashArsenal_CustomBackSpecial");Y = 459;command = strParam(s:"puke ", i:Y, s:" ", i:val, s:" ", i:pln);ConsoleCommand(command);Delay(1);val = getCVar("SmashArsenal_CustomSideSpecial");Y = 460;command = strParam(s:"puke ", i:Y, s:" ", i:val, s:" ", i:pln);ConsoleCommand(command);}script 456 (int val, int pln) net{if(PlayerIsBot(PlayerNumber())){terminate;}paletteSwitch[pln] = val;if(paletteSwitch[pln] <= 0){ACS_ExecuteAlways(998,0, 0,1);} //Default (Mega Buster)if(paletteSwitch[pln] == 1){ACS_ExecuteAlways(998,0,77,1);} //Red (Rush)if(paletteSwitch[pln] == 2){ACS_ExecuteAlways(998,0, 2,1);} //Green (Leaf Shield)if(paletteSwitch[pln] == 3){ACS_ExecuteAlways(998,0,17,1);} //Brown (Metal Blade)if(paletteSwitch[pln] == 4){ACS_ExecuteAlways(998,0, 6,1);} //Light Blue (Air Shooter)if(paletteSwitch[pln] == 5){ACS_ExecuteAlways(998,0,69,1);} //Olive (Slash Claw)if(paletteSwitch[pln] == 6){ACS_ExecuteAlways(998,0,81,1);} //Fire (Flame Sword)if(paletteSwitch[pln] >= 7){ACS_ExecuteAlways(998,0,16,1);} //Yellowish Grey (Thunder Beam)}script 457 (int val, int pln) net{if(PlayerIsBot(PlayerNumber())){terminate;}neutralSwitch[pln] = val;if(neutralSwitch[pln] == 1){GiveInventory("CustomNeutral1",1);}if(neutralSwitch[pln] >= 2){GiveInventory("CustomNeutral2",1);}}script 458 (int val, int pln) net{if(PlayerIsBot(PlayerNumber())){terminate;}forwardSwitch[pln] = val;if(forwardSwitch[pln] == 1){GiveInventory("CustomForward1",1);}if(forwardSwitch[pln] >= 2){GiveInventory("CustomForward2",1);}}script 459 (int val, int pln) net{if(PlayerIsBot(PlayerNumber())){terminate;}backSwitch[pln] = val;if(backSwitch[pln] == 1){GiveInventory("CustomBack1",1);}if(backSwitch[pln] >= 2){GiveInventory("CustomBack2",1);}}script 460 (int val, int pln) net{if(PlayerIsBot(PlayerNumber())){terminate;}sideSwitch[pln] = val;if(sideSwitch[pln] == 1){GiveInventory("CustomSide1",1);}if(sideSwitch[pln] >= 2){GiveInventory("CustomSide2",1);}}
Yay, now we can play 32 player smash Megaman only!I have an idea for the Final Smash. How about it only summoning the other megamans and then you and them shoot the beams?
Quote from: "zero1000"Yay, now we can play 32 player smash Megaman only!I have an idea for the Final Smash. How about it only summoning the other megamans and then you and them shoot the beams?That's just exactly what it did in SSB4... Anyway, I think it would be rather difficult to add a Smash Ball that randomly spawns without making completely new maps. It'd be a cool idea to add but it also seems like it wouldn't be that practical in 3D even with removing the Black Hole Bomb step.