SRB2 - Heroes Remix Help

Void Animates

Just a guy who loves... EVERYTHING!
I need a title screen to be like this, I have no idea how to do "advanced lua".
Post automatically merged:

Also, how do I make it so when I airdash, it repeatedly spawns the thok trail until you hit the floor?
Here is the code (also for it to work you have to change the s_skin to say ABILITY = CA_NONE)

addHook("AbilitySpecial", function(player)
if player.mo.skin == "sonic"
if not P_IsObjectOnGround(player.mo)
and not (player.pflags & PF_THOKKED)
player.pflags = $1 & ~PF_JUMPED
P_Thrust(player.mo, player.mo.angle, 34*FRACUNIT)
S_StartSound(player.mo, sfx_zoom)
P_SpawnMobj(player.mo.x - 30*FRACUNIT, player.mo.y, player.mo.z - 30*FRACUNIT, MT_THOK)
player.mo.state = S_PLAY_AIRD
player.pflags = $1|PF_THOKKED
end
end
end)
 
Last edited:
I need a title screen to be like this, I have no idea how to do "advanced lua".
Well, im pretty sure that LUA doesn't work on the title screen but, you could edit some source code to make it look like the SH screen. But you can also do some SOC'ing to SORTA make it look like the SH screen...

Now about that LUA, if u really want to make it be like heroes tho, here are sum changes you should make.
for the sound, you should go here, download the sounds, and there should be a sound for it. dunno which one tho.

now lemme try to help with ze lua.

Lua:
addHook("AbilitySpecial", function(player)
    if player.mo.skin == "sonic"
        if not P_IsObjectOnGround(player.mo)
        and not (player.pflags & PF_THOKKED)
        player.pflags = $1 & ~PF_JUMPED
        P_Thrust(player.mo, player.mo.angle, 34*FRACUNIT)
        S_StartSound(player.mo, sfx_zoom)
        P_SpawnMobj(player.mo.x - 30*FRACUNIT, player.mo.y, player.mo.z - 30*FRACUNIT, MT_THOK)
        player.mo.state = S_PLAY_AIRD
        player.pflags = $1|PF_THOKKED
            continue
        end

        if P_IsObjectOnGround(player.mo)
        P_RemoveMobj(player.mo)
        end
    end
end)

I aint to good at lua tho, heh... so heres what I got.
 
Last edited:
Well, im pretty sure that LUA doesn't work on the title screen but, you could edit some source code to make it look like the SH screen. But you can also do some SOC'ing to SORTA make it look like the SH screen...

Now about that LUA, if u really want to make it be like heroes tho, here are sum changes you should make.
for the sound, you should go here, download the sounds, and there should be a sound for it. dunno which one tho.

now lemme try to help with ze lua.

Lua:
addHook("AbilitySpecial", function(player)
    if player.mo.skin == "sonic"
        if not P_IsObjectOnGround(player.mo)
        and not (player.pflags & PF_THOKKED)
        player.pflags = $1 & ~PF_JUMPED
        P_Thrust(player.mo, player.mo.angle, 34*FRACUNIT)
        S_StartSound(player.mo, sfx_zoom)
        P_SpawnMobj(player.mo.x - 30*FRACUNIT, player.mo.y, player.mo.z - 30*FRACUNIT, MT_THOK)
        player.mo.state = S_PLAY_AIRD
        player.pflags = $1|PF_THOKKED
            continue
        end

        if P_IsObjectOnGround(player.mo)
        P_RemoveMobj(player.mo)
        end
    end
end)

I aint to good at lua tho, heh... so heres what I got.
Will try later, thanks!
Post automatically merged:

Well, im pretty sure that LUA doesn't work on the title screen but, you could edit some source code to make it look like the SH screen. But you can also do some SOC'ing to SORTA make it look like the SH screen...

Now about that LUA, if u really want to make it be like heroes tho, here are sum changes you should make.
for the sound, you should go here, download the sounds, and there should be a sound for it. dunno which one tho.

now lemme try to help with ze lua.

Lua:
addHook("AbilitySpecial", function(player)
    if player.mo.skin == "sonic"
        if not P_IsObjectOnGround(player.mo)
        and not (player.pflags & PF_THOKKED)
        player.pflags = $1 & ~PF_JUMPED
        P_Thrust(player.mo, player.mo.angle, 34*FRACUNIT)
        S_StartSound(player.mo, sfx_zoom)
        P_SpawnMobj(player.mo.x - 30*FRACUNIT, player.mo.y, player.mo.z - 30*FRACUNIT, MT_THOK)
        player.mo.state = S_PLAY_AIRD
        player.pflags = $1|PF_THOKKED
            continue
        end

        if P_IsObjectOnGround(player.mo)
        P_RemoveMobj(player.mo)
        end
    end
end)

I aint to good at lua tho, heh... so heres what I got.
it says there's no loop to continue on line 12 near end.
 
Last edited:
Will try later, thanks!
Post automatically merged:


it says there's no loop to continue on line 12 near end.
ok.... how about this.
Lua:
addHook("AbilitySpecial", function(player)
    if player.mo.skin == "sonic"
        if not P_IsObjectOnGround(player.mo)
        and not (player.pflags & PF_THOKKED)
        player.pflags = $1 & ~PF_JUMPED
        P_Thrust(player.mo, player.mo.angle, 34*FRACUNIT)
        S_StartSound(player.mo, sfx_zoom)
        P_SpawnMobj(player.mo.x - 30*FRACUNIT, player.mo.y, player.mo.z - 30*FRACUNIT, MT_THOK)
        player.mo.state = S_PLAY_AIRD
        player.pflags = $1|PF_THOKKED
        end
        if P_IsObjectOnGround(player.mo)
        P_RemoveMobj(player.mo)
        end
    end
end)
Post automatically merged:

Will try later, thanks!
Post automatically merged:


it says there's no loop to continue on line 12 near end.
well.... anything new on the mod ? Did my lua happen to work ?
 
Last edited:
ok.... how about this.
Lua:
addHook("AbilitySpecial", function(player)
    if player.mo.skin == "sonic"
        if not P_IsObjectOnGround(player.mo)
        and not (player.pflags & PF_THOKKED)
        player.pflags = $1 & ~PF_JUMPED
        P_Thrust(player.mo, player.mo.angle, 34*FRACUNIT)
        S_StartSound(player.mo, sfx_zoom)
        P_SpawnMobj(player.mo.x - 30*FRACUNIT, player.mo.y, player.mo.z - 30*FRACUNIT, MT_THOK)
        player.mo.state = S_PLAY_AIRD
        player.pflags = $1|PF_THOKKED
        end
        if P_IsObjectOnGround(player.mo)
        P_RemoveMobj(player.mo)
        end
    end
end)
Post automatically merged:


well.... anything new on the mod ? Did my lua happen to work ?
ok, so it worked but the thok trail is green and it didn't repeat.
 
hmmm....... don't know how to fix that.... All I know is that the thok color is the same as your skin's skincolor, soo... what is your skin's prefcolor ? And to be safe, whats your skin's startcolor ?
i think the startcolor is 96 and the prefcolor is blue

i think i have to change the startcolor....



so how do i repeat the thok trail?
 
i think the startcolor is 96 and the prefcolor is blue

i think i have to change the startcolor....



so how do i repeat the thok trail?
MK, the startcolor and the prefcolor haven't changed, so thats good, but don't change the startcolor.

I'll figure out how to do the repeating thok trail later,
Post automatically merged:

I just found somethin out. When you jump, the thok trail isn't supposed to repeat. Theres supposed to be a sm0l aura surrounding him. Anyways, if you really want his jump to be like heroes, then you should take that idea into consideration.
 
I need a title screen to be like this, I have no idea how to do "advanced lua".
Post automatically merged:

Also, how do I make it so when I airdash, it repeatedly spawns the thok trail until you hit the floor?
Here is the code (also for it to work you have to change the s_skin to say ABILITY = CA_NONE)

addHook("AbilitySpecial", function(player)
if player.mo.skin == "sonic"
if not P_IsObjectOnGround(player.mo)
and not (player.pflags & PF_THOKKED)
player.pflags = $1 & ~PF_JUMPED
P_Thrust(player.mo, player.mo.angle, 34*FRACUNIT)
S_StartSound(player.mo, sfx_zoom)
P_SpawnMobj(player.mo.x - 30*FRACUNIT, player.mo.y, player.mo.z - 30*FRACUNIT, MT_THOK)
player.mo.state = S_PLAY_AIRD
player.pflags = $1|PF_THOKKED
end
end
end)
Why not ask Delf? he put the SH title screen intro in srb2.
 

 

im not sure if im allowed to ask random people on the board to help me with mods..
and sides, he hasn't been online since monday.
 
Screenshot 2022-02-16 7.44.52 PM.png

Well, you did ask for help, and so did I.
 

Who is viewing this thread (Total: 2, Members: 0, Guests: 2)

Back
Top