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Random Rocks Fall Details »»
Random Rocks Fall
Version: 2.1, by LJ Sonik LJ Sonik is offline
Developer Last Online: Feb 2019

Category: Version: SRB2 Rating: (2 votes - 3.60 average)
Released: 04-29-2014 Last Update: Never Installs: 1
Scripts Re-Useable Content

This is just a simple spawner that makes "meteors" randomly fall from the sky:
Click image for larger version

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Views:	529
Size:	120.0 KB
ID:	4727

You can protect yourself by standing under a platform:
Click image for larger version

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Size:	116.9 KB
ID:	4728

If you think there're too many (or not enough...) meteors, you can easily change that by setting a console variable called "intensity", which is an integer value between 1 and 1000.
You can enable/disable meteor fall by setting "meteors" to on/off.
Additionally you can set how far from the player the rocks will spawn, with "distance" (default is 4096).

There are two more settings to change the script behavior: "quake" will make the ground quake proportionally to the rockfall intensity and "continuous" will make the rockfall periodically start and stop when disabled.

You can download the previous versions of this script, although I don't recommend it unless the new one is buggy:

RocksFall-v2.lua
RocksFall-v3.lua

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File Type: lua RocksFall-v4.lua (2.1 KB, 79 views)

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  • The author of this addon has given explicit permission for its content to be re-used and/or reproduced.

Comments
Old 04-29-2014   #2
Sryder13
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There's a lua error upon adding the file, so I am unable to test this as the script is not functional at all. Please fix this so I can do so.
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Old 04-29-2014   #3
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Hoooo sorry just before posting it I changed the list of possible values for a console variable, and I forgot closing the { with }
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Old 04-30-2014   #4
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Well that wasn't very explicit, but before posting the previous message, I fixed the bug, which was just a missing char.
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Old 05-01-2014   #5
fickleheart
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The script checks out now, and I was kinda entertained by the concept of dodging huge rocks while running through ACZ. Intensity 256 is really laggy, though. :c
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Old 05-01-2014   #6
Rex The Kitsune
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This makes running through the single player campaign really entertaining.
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Old 05-01-2014   #7
Agustin1216
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The end of the SRB2 world - The Movie.
Directly to the Gaga Hax SRB2 Hub's Theater!
Seriously, a really good script. It makes the game more... Dangerous and harder than before.
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Old 05-02-2014   #8
Neku Sakuraba
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imagine how much of a nightmare this must be in the boss levels. XD
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Old 05-02-2014   #9
Larztard
 
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Quote:
Originally Posted by Neku Sakuraba View Post
imagine how much of a nightmare this must be in the boss levels. XD
I'm not gonna lie, it's pretty interesting.
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Old 05-02-2014   #10
Agustin1216
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Quote:
Originally Posted by Neku Sakuraba View Post
imagine how much of a nightmare this must be in the boss levels. XD
That, and using Rosy, trying to hurt Eggman? An ASS-FUCKIN' nightmare. Talkin' about nightmares... What happened to the old lookin' Nitemare character? It was staying in the old dust of 2.0 even when it was originally downloadable publically! Poor Nitemare... Poor, poor Nitemare...
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Old 05-02-2014   #11
Sapheros
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Wow, all this time, and NO ONE has even referenced Flame Core from Sonic 06? I mean, with this script, EVERY LEVEL IS FLAME CORE. And It's awesome!
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Old 05-02-2014   #12
LJ Sonik
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The script received a tiny update.
Now you can setup "quake" and "continuous" to make the earth quaking and having a non-continuous stream of falling rocks.
By the same way, I almost remade the script from scratch to fix two bugs: in previous version, the rocks were always spawning relatively to the player's sector ceiling height, making them appearing at middle-air on a certain situation, and having several players to the same place was increasing the amount of falling rocks.
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Old 05-02-2014   #13
NeroTheArmadillo
 
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What's the commmand to activate it? "meteors on" doesn't seem to work. It says it's a Unknown command.
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Old 05-02-2014   #14
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Sorry I released the wrong version.
The bug is fixed now.
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Old 05-02-2014   #15
LJ Sonik
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Once more, received an update.
Now it works properly in match / ctf.
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Old 05-02-2014   #16
Agustin1216
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WHY?! I just ordered a pizza, not a meteor-fall, for the god's sake!
Although i like to eat pizza in middle of a meteor-fall. It is... Dangerous, and funny to see crawlas getting squashy-smashed.
Well... At least, it's more fun/challenging than before. Like dat ol' ACZ rockfalling path, but everywhere!
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Old 05-02-2014   #17
LJ Sonik
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If you have any suggestion that could make this script more enjoyable, please tell me.
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Old 05-02-2014   #18
Agustin1216
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Quote:
Originally Posted by LJ Sonik View Post
If you have any suggestion that could make this script more enjoyable, please tell me.
Maybe doing the meteors explode like the bombs of Brak Eggman in ERZC? You know, more hazards, more danger, more difficulty, more enjoying.
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Old 05-02-2014   #19
LJ Sonik
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Quote:
Originally Posted by Agustin1216 View Post
Maybe doing the meteors explode like the bombs of Brak Eggman in ERZC? You know, more hazards, more danger, more difficulty, more enjoying.
Could be an interesting idea indeed.
However I'll have to lower the rockfall intensity to avoid lag, because it'll spawn a lot of mobjs...
I think I'll add another variable to activate / desactivate the meteors explosions.

Last edited by LJ Sonik; 05-02-2014 at 10:30 PM.
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Old 05-02-2014   #20
Agustin1216
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Quote:
Originally Posted by LJ Sonik View Post
Could be an interesting idea indeed.
However I'll have to lower the rockfall intensity to avoid lag, because it'll spawn a lot of mobjs...
I think I'll add another variable to activate / desactivate the meteors explosions.
You're right. Even a Chucknorrisian PC cannot resist THAT amount of explosive-rockfalling.
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