I guess your intention was that the player starts with 50 bullets. However, you wrote an ACS GiveInventory script. This creates two problems:
-The Uzi itself gives 20 bullets on top of your 50 bullets, so you start each map with 70.
-Reducing the clip amount by 20 to compensate still leaves us with another problem: Ammo is doubled on Very Easy and Nightmare, so you start each map with 140/100 bullets.
Re: Operation Body Count - Version 1.0 Release!
Wed Feb 14, 2018 9:05 pm
DabbingSquidward wrote:@ImpieTwo
I guess your intention was that the player starts with 50 bullets. However, you wrote an ACS GiveInventory script. This creates two problems:
-The Uzi itself gives 20 bullets on top of your 50 bullets, so you start each map with 70.
-Reducing the clip amount by 20 to compensate still leaves us with another problem: Ammo is doubled on Very Easy and Nightmare, so you start each map with 140/100 bullets.
All of that is intentional. More or less. Really what that means is, it was all an unintended side-effect, but I left it alone. 50 bullets drains faster than you'd think with that uzi, so 70 feels a little better a starting amount without being too much. And since easy is for pansies and nightmare for crazy masochists, they'll need all the bullets they can get.
Re: Operation Body Count - Version 1.0 Release!
Mon Feb 26, 2018 12:43 am
I dunno how many times I've tried to record a video of mission 4: Desert Strike, and got almost to the end before something screwed the video up and forced me to throw it out. The last time was a bug I have zero explanation for, involving a secret area.
Spoiler:
In the Dr. Chaos easter egg area -- the ancient tomb secret -- i grabbed the nuke launcher and fired it into the tomb once the door opened, killing everything inside. I grabbed the items, leaped through the return portal, and...nothing. No teleport. The linedef refused to teleport me, and i hadn't yet touched it at all. It's only set to teleport players once: not monsters, and it's not affected by projectiles. So what would cause this linedef action to suddenly break, stranding me in the secret area? I wasn't able to reproduce the bug.
Re: Operation Body Count - Version 1.0 Release!
Sat Mar 03, 2018 5:29 am
ImpieTwo wrote:HORUS
Oh, IIIII get it!
Re: Operation Body Count - Version 1.0 Release!
Sat Mar 03, 2018 8:46 pm
Wiw wrote:
ImpieTwo wrote:HORUS
Oh, IIIII get it!
lol fellow mythology fan!
Re: Operation Body Count - Version 1.0 Release!
Fri Mar 09, 2018 12:20 pm
Congratulations, ICARUSLIV3S has reviewed Operation Bodycount in his Doom Mod Madness YT series! A great honor for you.
Re: Operation Body Count - Version 1.0 Release!
Fri Mar 09, 2018 5:43 pm
Cherno wrote:Congratulations, ICARUSLIV3S has reviewed Operation Bodycount in his Doom Mod Madness YT series! A great honor for you.
Thanks! I recommended it to him in his stream chat once, and he'd been keeping an eye on it for some time already. He got to it a lot sooner than I expected! He also mentions it being a sequel to the original, which I hadn't realized is totally what I did: Victor doesn't technically die at the end of the original, and the mod begins with Victor imprisoned after forming a new terrorist force.