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Sonic Robo Blast 2: DX!!!!!!!!!

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Gosh, JTE. I'm good with linedef executors, but I don't know very much SOC editing... Do you think you could teach me? You seem like one smart echidna.
 
Heh... What do you want to know? How to customize sounds? Opengl sparkle? Sprites? Things? SPMoves' PSO Items? >.>
You need a list of things for it, that's all.. Pick an item from the list and assign it to a variable by number. If you need lists, I got 'em for you, but if you need to know by example, go see Blaze's SA-SRB2 maincfg. It's fairly well documented, I suppose... It'll get you a good start, at least.
 
Well, there's a list for everything Maincfg-able. For example, you'll need a list of Actions to know what you can put in the "Action" perameter of a "Thing" in a SOC edit... For other things that are numbers, you need to have the list numbered, starting at 0. The lists are easy enough to find in SRB2's source code, but who wants to get their hands dirty? Here's a list of all of 1.08's Actions, since I mentioned it (disregard the stuff after each //, I was too lazy to edit those out for you. :roll:)
Code:
A_Explode
A_Pain
A_Fall
A_MonitorPop
A_Look
A_Chase
A_FaceTarget
A_Scream
A_BossDeath
A_CustomPower
A_BlueShield // Obtained Blue Shield Tails 12-05-99
A_YellowShield // Obtained Yellow Shield Tails 03-15-2000
A_RingBox // Obtained Ring Box Tails
A_Invincibility // Obtained Invincibility Box Tails
A_SuperSneakers // Obtained Super Sneakers Box Tails
A_BunnyHop // have bunny hop tails
A_BubbleSpawn // Randomly spawn bubbles Tails 03-07-2000
A_BubbleRise // Bubbles float to surface Tails 03-07-2000
A_ExtraLife // Extra Life Tails 03-12-2000
A_BlackShield // Obtained Black Shield Tails 04-08-2000
A_GreenShield // Obtained Green Shield Tails 04-08-2000
A_RedShield // Tails 12-18-2002
A_ScoreRise // Rise the score logo Tails 04-16-2000
A_AttractChase // Ring Chase Tails 02-27-2000
A_DropMine // Drop Mine from Skim Tails 06-13-2000
A_FishJump // Fish Jump Tails 07-03-2000
A_SignPlayer // Level end sign function to determine which player to display Tails 01-14-2001
A_ThrownRing // Sparkle trail for red ring Tails 03-13-2001
A_SetSolidSteam // Tails 05-29-2001
A_UnsetSolidSteam // Tails 05-29-2001
A_JetChase // Tails 08-18-2001
A_JetbThink // Jetty-Syn Bomber Thinker Tails 08-18-2001
A_JetgThink // Jetty-Syn Gunner Thinker Tails 08-25-2001
A_JetgShoot // Jetty-Syn Shoot Function Tails 08-25-2001
A_MouseThink // Mouse Thinker Tails 08-26-2001
A_DetonChase // Deton Chaser Tails 08-26-2001
A_CapeChase // Fake little Super Sonic cape Tails 11-12-2001
A_RotateSpikeBall // Spike ball rotation Tails 11-15-2001
A_SnowBall // Snowball function for Snow Buster Tails 12-12-2001
A_CrawlaCommanderThink // Crawla Commander Tails 12-30-2001
A_SmokeTrailer
A_RingExplode // Tails 07-12-2002
A_MixUp
A_BossScream
A_Invinciblerize
A_DeInvinciblerize
A_Boss2PogoSFX
A_EggmanBox
A_TurretFire
A_TurretStop
A_CoinChase
A_SkimChase
A_PumaJump
A_SkullAttack
A_CyberAttack
A_SparkFollow
Whee... Have fun and stuff... If you want to edit anything Blaze didn't edit in SA-SRB2, you'll need lists of those as well. I'll be glad to post my lists on request...
 
I think A_SnowBall is the thing that maked the big balls "pop" after a set amount of time. Completely unneeded now, with Fuse's and all. :lol: For SPMoves, even though I took out the cape, I left it's mobj info and action and stuff just like all this other dead stuff in SRB2. Mostly for backwards compatability in SOC editing.
 
No, no, those are the Actions, not the sounds. But yeah, you can use SA:DX sounds by replacing the mario sounds on this list:
Code:
none
menu
shotgn
chchng
plasma
spin
putput
pudpud
wtrdng
strpst
rlaunc
rxplod
dmpain
lvpass
firxpl
pstart
pstop
doropn
dorcls
stnmov
swtchn
swtchx
pop
itemup
wpnup
spring
telept
thok
cybdth
spndsh
zoom
tink
bdopn
bdcls
shield
bkpoof
radio
jump
gasp
gloop
splash
floush
amwtr
amwtr2
amwtr3
amwtr4
amwtr5
amwtr6
amwtr7
amwtr8
amwtr9
splish
wslap
steam
steam2
cgot
crumb
litng
litng2
litng3
litng4
athun
athun2
rainin
bubbl1
bubbl2
bubbl3
bubbl4
bubbl5
mixup
annon
annon2
annon3
annon4
annon5
supert
lose
drown
spkdth
taunt
taunt2
taunt3
taunt4
altow
altow2
altow3
altow4
victr
victr2
victr3
victr4
altdi
altdi2
altdi3
altdi4
shldls
drill
drill2
hoop
hoop2
hoop3
ncitem
ideya
hidden
timeup
ngskid
prloop
nghurt
ngdone
pogo
gspray
ghit
alarm
fizzle
pop
trfire
turhit
trpowr
mario1
mario2
mario3
mario4
mario5
mario6
mario7
mario8
mario9
marioa
thwomp
koopfr
ambint
sahitg
spdpad
ncspec
They are named "ds<name>" in the wad, and you get their sound number from this list by numbering it starting at 0 (none)
 
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