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SOC Action, A_LoadLump
Loads a lump. It could be a script, pallete, SOC, whatever! VAR1 determines the name of the lump. VAR2 is unused. |
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*goes to put that as a variable for "spin" for his system proposal.* |
So there's this one thing about SOCs that's been bothering me a bit... if you wanted an object that would do an action 3 times in a row before disappearing, you'd have to create frames for each loop. I recently had an idea, though, that might be good to counteract this...
A_DrainHealth Drains an amount of health by an amount determined by Var1. Var2, if set, would determine if this action sends the object into its PainState. If at any time this action drains the health to 0 or less, the object is immediately sent into its DeathState. This would allow for something that does the same action several times in a row without having to set individual frames for each loop, and if you wanted it to do it a few more times, all you would have to do is increase the object's health. Possible example: a turret for a base, that when activated, would help defend the base for a short time, but with the catch that it could only be used 3 times. This soc action would reduce the amount of frames and objects needed. |
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0 = no secondary ability. 1 = bounce jump, as defined in the above quote. Activated by pressing spindash in the air. 2 = light dash, the old 1.09.4 lightdash that was in SA mode, however I assume it can be made less cheap by cutting momentum when the light dash is finished. In fact, that's how it was in Sonic Adventure in the first place. :| 3 = teleport dash, similar to JTE's Amy Dash, maybe. If you're in the air and you press the spin button, you dash in the air quickly for a second. Maybe backpedaling can be included too? (Probably wouldn't work if you have Thok or Homing as an ability... dunno) 4 = multiability, sacrifices spinning on the GROUND for having your main ability used more than once. Any other new abilities could be added there. Also, to have Sonic no longer underpowered compared to Tails and Knuckles, why not have him hace the bounce jump as his second ability? Also, sspinitem and sthokitem, variables for super spinitem/thokitem. Useful for those who have specialized spinitems and/or thokitems and would like them to be a different color (or thing alltogether if it preforms actions) when super (like maybe the default spin/thokitem so it actually turns YELLOW. :P) EDIT: Quote:
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Try and make the "point" crosshair MORE noticeable. Maybe a little bigger too. Like D00D64 said once earlier, I can't hardly catch up with it even though I find it the best one.
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Here's an easy one: default timetic to 2 in race mode. It makes things more hectic!
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What if Srb2 used a client like Kaillera to enable anyone to host a game?
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port forwarding is easy, you know
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Kaillera would be pointless. How about a quick check when you switch the advertisement on it checks if your port are forward. Again kinda pointless, But it is nice to know when my ports go magically unforward. |
My computer does NOT, I repeat, does NOT allow port forwarding.
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make ghostspinitem = 2, which is the same as ghostspinitem = 1 except it CAN preform actions, meaning it's transparent and fades out as the trail continues. :P
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We should save some way to differentiate between a tag server and a hide and seek server. I think it would probably be better to make them different gametypes since some maps might work well in hide and seek, but not for tag. Have the prefex be H, since no one makes chaos maps anymore. If you really still care about that, then make it S.
If we keep the current way of having a survival tag and hide and seek tag, have it so that the player can differentiate which servers are survival and which are H&S. |
My idea for the S_SKIN1
Points you start out with: 250 ability = 25 points: slowfall, double jump, Glide. 50 points: Thok, Walljump, SSonic float. 75 points: Fly, glide and climb, Homing Attack. ability2 = 25 points: Crouch and nojumpspin 50 points: Spindash and nojumpspin, or jumpspin and crouch. 75 points: jumpspin and spindash normalspeed = 0 points: Slowest (Tails), 5 points: Slow, 10 points: Medium (Knuckles), 20 points: Fast, 25 points: Fastest (Sonic) thrustfactor = Same as NormalSpeed accelstart = Same as NormalSpeed acceleration = Same as NormalSpeed, except reversed (Tails is most costly, Sonic costs 0 points) jumpheight = 0 points = Lowest (Knuckles), 10 points = Medium (between Knuckles and Sonic/Tails), 25 points =Highest (Sonic/Tails) Tails = 200 Sonic = 225 Knuckles = 200 Everything else costs 0 points, no matter what. This prevents super overpowered Fancharacters. |
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I wanna suggest something
1. Respawning bustable blocks. 2. Customisable Respawn time of crumbling blocks (and if possible bustable blocks). 3. Color Black (black player color). |
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