I can teach you from the beginning if you'd like. Just send me a DM on discord. I'll work with you to get you to the point where you can easily learn on your own from the resources available.
I'm interested in helping write the lua for Vector, but I'm currently split between three other projects with several more on hold.
If I haven't gotten back to you by the time you've almost finished his sprites and you haven't found anyone else interested in writing his code, message me and I'll...
This addon is an update to Krabs' anglestand script found here.
Now, characters can play their idle and edge animations when facing any angle relative to the camera, and vanilla characters no longer autoturn to face the camera when performing abilities in place.
Console Commands...
...the character from SRB2 v2.0 into SRB2 v2.2. Starting with Bunnie 2.1, newer versions update her moveset.
Abilities:
Changelog:
*Reworked Bunnie's melee attack. The changes aren't that exciting.
*Removed a stray pixel from Bunnie's signpost sprite.
*Increased shieldscale...
I've been busy lately and haven't been able to keep up with everything that's been coming out. I haven't thoroughly examined buddyex yet, but from what I've seen so far I believe that it fulfills the primary purpose of this mod.
Until further notice, this mod is cancelled.
...https://wiki.srb2.org/wiki/A_ZThrust.
--Modifying the momz directly would look something like this: player.mobj.momz = yourThrustAmount * P_MobjFlip(player.mobj)
--It should also take into account the difference between normal, space, and water gravity as well eventually. For now...
It's not cancelled. I had to take a short break for finals, but I'll be returning to it soon.
Until I finish it, you can check out https://mb.srb2.org/showthread.php?t=50183. It's another multi-bot mod that just came out.
Here's a quick update on my progress with the sample code.
I have created a function for initiating a footstool and a function for ending a footstool, along with a few hooks that allow me to test these functions. They are still quite buggy, but they grab an enemy, prevent the enemy from moving...
I'll get right on it.
---------- Post added at 06:06 PM ---------- Previous post was at 06:02 PM ----------
Do any of the counters need to be facing the opponent?
Only briefly. When I considered the possibility of adding Battlemod support for Bunnie Rabbot in her most recent update, I read the documentation for adding Battlemod support, got started on the necessary code, and played a couple rounds. I have no other Battlemod experience, unfortunately.
Yes. State manipulation is something I have performed in nearly every mod I've touched.
I can manipulate positions as well, though I have less experience doing so. Most of my modding manipulated momentum instead.
I'm probably a less experienced scripter than whoever you already have, but I could take a look at the code if you'd like and see if I can help.
My resume as an SRB2 scripter includes:
- I'm the scripter behind the Bunnie Rabbot's abilities.
- I created the AngleIdle, AngleEdge, and...
I haven't given up on the possibility of overhauling Rouge's abilities. I can say that I haven't cancelled anything, but I can't really continue until I have a moveset design for her that addresses the issues that both prototypes 1 and 2 shared. Those issues are:
1. Melee attacks with air...
My favorite is probably It Doesn't Matter, closely followed by Believe in myself. My third favorite is Gamma's theme. All the Heroes team themes come in a close fourth though.
It's a script someone wrote that forces characters into their spring animation or falling animation when they leave the ground without jumping, rolling, getting hit, or anything else like that, depending on whether the characters were moving up or down relative to the up direction for their...
This is accurate. I've been enjoying it so far, but there's still much I need to do.
Excellent! Hardcoded versions should be far less expensive than scripted bots.
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