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Ok, that seems to have done the trick! Thank you Jarewill! Your help is much appreciated! It's really good to have another set of eyes looking at the coding.
Ok, here is the Beta 2 release for this mod. Here are the changes in this version:
The Berserk Pack is replaced with a Dark Cyber Elf powerup. This powerup not only makes your Z-Saber attack more powerful and faster, but you can perform a rising slash attack. Your Z-Buster is also powered up quite a lot. You can now freely shoot mid charge shots, the full charge shot takes less time to charge up, and when you fully charge your Z-Buster, you can perform the Double Charge Wave attack, which basically has you shooting two fully charged shots in rapid succession followed by a powerful midrange slash-wave attack.
Adjusted the length of time it takes to fully charge the Z-Saber and Z-Buster
Adjusted the frames and animation for the Z-Buster.
I have noticed something: The subtank has the +INVENTORY.ALWAYSPICKUP flag set. That means that even if the player has maximum amount of subtanks, (4) they will still be able to pick up another one, which will disappear from the map, because the player already has maximum of them.
I also don't see much difference in charge times when under the effect of a Dark Elf.
And a small suggestion: How about making the rising slash attack actually launch the enemies upwards? Here's a puff that will launch the struck enemies upwards and backwards for example:
ACTOR PoweredZSaberRise : PoweredZSaberPuff { +HITTRACER //Make sure the puff marks the enemy ProjectileKickback 1000 //Then kick them back a lot.... States { Melee: TNT1 A 0 A_ChangeVelocity(0,0,16,CVF_REPLACE,AAPTR_TRACER) //....And make them fly TNT1 A 1 A_CustomMissile("Fakedeflect",68,0,18) Stop } }
Numbers can be tweaked to will. ProjectileKickback 1000 means how far the enemy is knocked back. And that number 16 in A_ChangeVelocity means how high the enemy is sent.
I have tested it on powered up Z-Saber's Fire3 and it seemed to work nicely, though I guess it knocked back the enemy a bit too much.
One more small thing: All attacks that use A_Explode don't deal damage to boss enemies, due to their splash damage resistance. The splash damage can be forced by using the +FORCERADIUSDMG flag. That should make the Saber's charged slash viable against boss enemies.
Excellent suggestions. I'll have to change the splash damage properties and the sub tanks. I don't think I did change the charge time with the Powered up Z-Saber and Z-Buster. Although I am sure that the charge times from Beta 1 and Beta 2 are different.
Is there also a way to make it so that the rising slash makes the player jump up? I might not keep that in, but I do wish to test this out for a bit. I also tried adding it so that the powered up Z-Saber can deflect projectiles, but that didn't seem to work.
This will cause the player to also jump up alongside the enemy. (The damage was also halved, since this calls the attack twice to keep up with gravity) I would also recommend to remove the ProjectileKickback 1000 property from PoweredZSaberRise in this case, so the enemy doesn't fly away from the player. You can also add the +FORCEPAIN flag to the PoweredZSaberRise to make sure the enemy doesn't attack the player during the rising slash.
As for the blocking, you can use A_SpawnItemEx to spawn the FakeDeflect actor in front of the player. Another example line:
ZSAB E 1 Bright {A_CustomPunch(35,0,95,"PoweredZSaberPuff"); A_SpawnItemEx("FakeDeflect",cos(pitch)*16,0,20-(sin(pitch)*16));}
This spawns the actor based on the player's pitch, to make sure the Saber will also block projectiles coming from straight up/down. Though the timing is a bit tight, it's possible to reflect the attacks.
I enjoyed gibbing targets so easily with this. WARE WA MESSIAH NARI! I have some suggestions for this mod as well;
* Double jumping * A couple more techniques, like Messenkou (perhaps as Berserk charged saber?), Ryuenjin, etc. * Possibly replace the other pickups with more items to give Omega an advantage. * Iris getting a cameo in some form (Replacing John Romero or Commander Keen, probably?)
I won't be adding Iris. I'm trying to keep this strictly tied to Mega Man Zero 3. I'm still trying to rack my brain on how to add in the other skills, however, my main focus is trying to add in the EX Skill Ranbu and a taunt command similar to Brutal Doom where Omega will say his signature line.
The Taunt and the final EX-skill attack Renbu is being worked on right now. Hopefully the version 1 release will be released some time this week (or hopefully by the end of the month).
Here it is. Version 1 is finally here! I couldn't have done this without Jarewill's help, major shout outs to him! Here is what is new with Version 1:
*The Dark Cyber Elf powerup (replaces the Berserk pack) now gives players the ability to perform the special EX-Skill, Renbu. It is the 7-hit Z-Saber combo. You fully charge up the Powered up Z-Saber. When you release the charge button, you quickly dash forward and stab in front of you. If you successfully hit your target, you perform a powerful 7-hit combo.
Players can now taunt (V is the default key). You say Omega Zero's famous line "WARE WA MESHIA NARI! HAHAHAHA!" It comes complete with an animation.
The Charged up Z-Saber blast also spawns debris that can damage enemies.
Congratulations on release! I'm glad I could help with it.
Two small suggestions, if I may: - How about changing the death scream into the explosion noise? Maybe also make the player explode on death like Omega. - Renbu as it is, can't even take down a Baron reliably. I think it could use a buff, considering how powerful even a single fully charged shot is compared to it.
And the fully charged saber slash is even more flashy now with the rocks flying out. I love it even more!
I've made some small adjustments to the Renbu EX-Skill. It should at least kill off a Baron of Hell with one full combo, although sometimes, due to the player moving around unless you have the Baron cornered, some of the hits could miss, so you might need to slash one or two more times to kill it off lol. I also changed the death sound into Zero's death sound from Mega Man X4. That will be temporary until I can find some high quality sounds from Mega Man Zero 3 and 4.
Please redownload the mod at your convenience. It is the same link.
The beam saber combo is very, very satisfying and quick to use. Nice job on improving this!
However, Zero's usefail and xdeath sound is the same as vanilla one, there's no impact sprite for saber when slashing the wall or enemy with NOBLOOD flag, and the animation after just pressing Alt-Fire button once is not really seamless.
Overall, it's getting better and better. Keep up the good work!
This mod shows promise, It would be neat if all the weapons from the Zero series could appear like the Triple Rod and Boomerang Shield along with some refined sprites.
some suggestions. maybe map the supermoves to their own keys? like the 7-hit combo and rekkouha? more super moves like the arc blade, ryuenjin, and messenkou? having the dark elf stay persistant throughout the levels/ option to start and stay powered up? maybe a custom omega zero sprite for doomguy? a lot of this would make omega zero overpowered, but i say to you: "isn't that kinda the point?" this mod kicks all kinds of ass. the armies of hell vs the ultimate devil robot! zero is truely the greatest of the wily numbers!