We got this already via level header command, SPEEDMUSIC, although it is buggy in the current version (v.2.0.4).-Speed up the music when speedy shoes are collected.
Are you actually serious.No weapon rings
There is a command line parameter which controls this. I do not remember what it is, and I'm not even sure if it works properly. Is there any reason why it's not dynamic, or at least higher?By the way, I do not have the time to search for an answer to this, but, is there any way for SRB2 to increase the downloading rate for getting files from servers? An average rate of 50 KB/S is pretty slow, especially when you are able to download at much faster speeds than that. I do not see why you are restricted to downloading at that average speed.
A_RailRing
//Fires a hitscan projectile
VAR1 = object type to fire(redring in normal rail rings)
VAR1 upper 16 bits = Firing SFX
VAR2 = "trail" object type(ring sparkle in normal rail rings)
VAR2 upper 16 bits = Projectile impact SFX
//SFX variables will use -1 for fired object's seesound,
//-2 for attacksound, -3 for painsound, -4 for deathsound,
//-5 for activesound and -6 for no sound at all
A_SetIDVar
//Assigns an ID Variable for the actor object to keep track of.
VAR1 = Object type to search for(uses nearest)
VAR2 = IDVar to assign to
//In Var2, 0 is target and 1 is tracer. 2 and everything after
//are "stable" IDVars and can only be modified with this action.
Here are some ideas for extra weapons in Match and CTF Mode:
Random Ring: When you collect this, it randomly awards you one of the other weapons. Checking the "Object Special" flag will turn it into a Strong Random Ring; otherwise, it is a Weak Random Ring.
Magnet Ring: If it makes contact with a player, it'll bind to them and start a 20 second countdown. At the end of the countdown, the player automatically loses all rings and items, and those rings and items disappear immediately. During the countdown, however, the player can transfer it to another player by hitting them.
Arrow Ring: This ring can pass through a player. If you've got a multiple player shot lined up (which is admittedly very rare, but by no means impossible), you can hit all of them with a single shot. It travels faster than an ordinary ring, but slower than a Rail Ring.
OT: Melee move(s) to conserve rings? Cool...
OT: Melee move(s) to conserve rings? Cool...
This, please.I dunno, I still find it's kinda silly that you can't hurt other players with a spindash in a Sonic game of all things. Hell, I don't even care if it's impractical in a firefight (though a direct hit with an elemental shield roll proves it does have applications), it still would've been nice to have the option at least - hell, it could serve as a "humiliation" style kill, like an Impact Hammer or Gauntlet or whatnot.