Chronoteeth's mods of great wonder
Moderator: wildweasel
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
Chronoteeth's mods of great wonder
New journal, new better.
Frontier
Basically a quicky mod that, whilst doesn't offer any new gimmicky or fancy features, it does what it does best: giving something fun to play. :p
---old---
-Added bat (courtesy of WW)
-Added pistol
-Added snubnose
-Added shrapnel ball rifle (courtesy of WW)
-Added Q grenade launcher
-Added shell cannon (courtesy of TDA with modifications from me)
-Added lancer
---new---
-Added SFG9000, basically it's the survival (really weak weapons with infinite ammo) version of the BFG, with some slight altercations. Very long charge up, but it can be used as a room weakener
-Replaced old AAR graphics with new SS2 AAR graphics. Faster now, but bigger spray and less range
-Whack sounds/wood splinters added to bat.
Frontier
Basically a quicky mod that, whilst doesn't offer any new gimmicky or fancy features, it does what it does best: giving something fun to play. :p
---old---
-Added bat (courtesy of WW)
-Added pistol
-Added snubnose
-Added shrapnel ball rifle (courtesy of WW)
-Added Q grenade launcher
-Added shell cannon (courtesy of TDA with modifications from me)
-Added lancer
---new---
-Added SFG9000, basically it's the survival (really weak weapons with infinite ammo) version of the BFG, with some slight altercations. Very long charge up, but it can be used as a room weakener
-Replaced old AAR graphics with new SS2 AAR graphics. Faster now, but bigger spray and less range
-Whack sounds/wood splinters added to bat.
Last edited by Chronoteeth on Tue Jan 10, 2006 2:58, edited 1 time in total.
- wildweasel
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- Chronoteeth
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- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
Imported and added all of the Pulsar Carbine graphics. It's a plasma rifle that shoots a moderate speed ball of energy that ejects smaller plasma twice from each of it's side whilst in flight. Apon impact, the ball explodes into 12 of those tiny plasmas going different directions. Now I just gotta code the gun.
EDIT: and wait till you see the idle frames. Funneh stuff peeps.
EDIT: and wait till you see the idle frames. Funneh stuff peeps.
- Chronoteeth
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- Joined: Wed Jul 06, 2005 10:01
- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
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- Chronoteeth
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- Chronoteeth
- Posts: 824
- Joined: Wed Jul 06, 2005 10:01
I'm at a slump guys. Dunno what to do, can't seem to mod anything anymore. Maybe it's the way I make mods, maybe something else, but what I do know is that I just can't seem to mod anymore. I need something to really get me back into the game, maybe starting off by helping someone with a bug fix/mod.
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Code: Select all
<LANGUAGES>
#VERSION 1.29;
[ENGLISH] //EDGE didn't know hwat language your strings were in so they were ignored.
GotCougar="You got the Cougar!";
GotMauser="You got the Red 9!";
GotMauserClip="Picked up a Red 9 clip.";
Code: Select all
<THINGS>
#VERSION 1.29;
[MAUSERCLIP]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=AMMO5(10);
PICKUP_SOUND=ITEMUP;
SPRITE_SCALE=0.250;
PICKUP_MESSAGE=GotMauserClip;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;
STATES(IDLE)=MAUC:A:-1:NORMAL:NOTHING;
[PISTOLS]
RADIUS=20;
HEIGHT=56;
MASS=100;
STATES(IDLE)=NULL:A:0:NORMAL:NOTHING,
NULL:A:0:NORMAL:JUMP(IDLE:5,25%), //EDGE state jumps are absolute.
NULL:A:0:NORMAL:JUMP(IDLE:6,40%), //E.G this is IDLE:3
NULL:A:0:NORMAL:DROPITEM(COUGAR),
#REMOVE,
NULL:A:0:NORMAL:DROPITEM(MAUSER),
#REMOVE,
NULL:A:0:NORMAL:DROPITEM(MAUSERCLIP),
#REMOVE;
[COUGAR]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=PISTOL,BULLETS(12);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotCougar;
SPECIAL=SPECIAL;
SPRITE_SCALE=0.250;
RESPAWN_EFFECT=ITEM_RESPAWN;
STATES(IDLE)=COUP:A:-1:NORMAL:NOTHING;
[MAUSER]
RADIUS=20;
HEIGHT=16;
SPRITE_SCALE=0.250;
PICKUP_BENEFIT=MAUSER,AMMO5(10);
PICKUP_SOUND=WPNUP;
PICKUP_MESSAGE=GotMauser;
SPECIAL=SPECIAL;
RESPAWN_EFFECT=ITEM_RESPAWN;
STATES(IDLE)=MAUP:A:-1:NORMAL:NOTHING;
[BACKPACK:8]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS.LIMIT(240),SHELLS.LIMIT(100),
ROCKETS.LIMIT(100),CELLS.LIMIT(600),AMMO5.LIMIT(120),
AMMO5(10),
BULLETS(12),SHELLS(4),ROCKETS(1),CELLS(20);
PICKUP_SOUND=ITEMUP;
PICKUP_MESSAGE=GotBackpack;
RESPAWN_EFFECT=ITEM_RESPAWN;
SPECIAL=SPECIAL;
STATES(IDLE)=BPAK:A:-1:NORMAL:NOTHING;
[PUFF]
REACTION_TIME=8T;
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=1;
SPRITE_SCALE=0.1;
TRANSLUCENCY=45%;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
STATES(SPAWN)=SMOK:A:1:BRIGHT:NOTHING,
SMOK:B:1:NORMAL:NOTHING,
SMOK:C:1:NORMAL:NOTHING,
SMOK:D:1:NORMAL:NOTHING,
SMOK:E:1:NORMAL:NOTHING,
SMOK:F:1:NORMAL:NOTHING,
SMOK:G:1:NORMAL:NOTHING,
SMOK:H:1:NORMAL:NOTHING,
SMOK:I:1:NORMAL:NOTHING,
SMOK:J:1:NORMAL:NOTHING,
SMOK:K:1:NORMAL:NOTHING,
SMOK:L:1:NORMAL:NOTHING,
SMOK:M:1:NORMAL:NOTHING,
SMOK:N:1:NORMAL:NOTHING,
SMOK:O:1:NORMAL:NOTHING,
SMOK:P:1:NORMAL:NOTHING,
SMOK:Q:1:NORMAL:NOTHING,
#REMOVE;
[TINYSMOKE]
RADIUS=8;
HEIGHT=16;
FLOAT_SPEED=2;
SPECIAL=NOBLOCKMAP,NOGRAVITY,NOSHADOW;
TRANSLUCENCY=45%;
SPRITE_SCALE=0.04;
STATES(SPAWN)=SMOK:A:1:BRIGHT:NOTHING,
SMOK:B:1:NORMAL:NOTHING,
SMOK:C:1:NORMAL:NOTHING,
SMOK:D:1:NORMAL:NOTHING,
SMOK:E:1:NORMAL:NOTHING,
SMOK:F:1:NORMAL:NOTHING,
SMOK:G:1:NORMAL:NOTHING,
SMOK:H:1:NORMAL:NOTHING,
SMOK:I:1:NORMAL:NOTHING,
SMOK:J:1:NORMAL:NOTHING,
SMOK:K:1:NORMAL:NOTHING,
SMOK:L:1:NORMAL:NOTHING,
SMOK:M:1:NORMAL:NOTHING,
SMOK:N:1:NORMAL:NOTHING,
SMOK:O:1:NORMAL:NOTHING,
SMOK:P:1:NORMAL:NOTHING,
SMOK:Q:1:NORMAL:NOTHING,
#REMOVE;
[OUR_HERO:1]
SPAWNHEALTH=100;
RADIUS=16;
HEIGHT=56;
MASS=100;
SPEED=1;
SIDE=1;
PLAYER=1;
JUMP_HEIGHT=10;
JUMP_SOUND=OOF;
JUMP_DELAY=26T;
CROUCH_HEIGHT=32;
PALETTE_REMAP=PLAYER_GREEN;
CASTORDER=1;
CAST_TITLE=OurHeroName;
PAINCHANCE=100%;
SPECIAL=SOLID,SHOOTABLE,DROPOFF,PICKUP,NODEATHMATCH,SLIDER,ATTACK_HURTS,DISLOYAL;
DEATH_SOUND=PLDETH;
PAIN_SOUND="PLPAIN";
OVERKILL_SOUND="SLOP";
NOWAY_SOUND="NOWAY";
OOF_SOUND="OOF";
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
RESPAWN_TIME=2;
INITIAL_BENEFIT=BULLETS.LIMIT(120),SHELLS.LIMIT(50),
ROCKETS.LIMIT(50),CELLS.LIMIT(300),
AMMO5.LIMIT(60),AMMO6.LIMIT(100),
AMMO7.LIMIT(50),AMMO8.LIMIT(300),
AMMO9.LIMIT(200),AMMO10.LIMIT(100),
AMMO11.LIMIT(50),AMMO12.LIMIT(300),
AMMO13.LIMIT(200),AMMO14.LIMIT(100),
AMMO15.LIMIT(50),AMMO16.LIMIT(300);
STATES(IDLE)=PLAY:A:10:NORMAL:NOTHING;
STATES(CHASE)=PLAY:A:4:NORMAL:CHECKMOVING,
PLAY:B:4:NORMAL:CHECKMOVING,
PLAY:C:4:NORMAL:CHECKMOVING,
PLAY:D:4:NORMAL:CHECKMOVING;
STATES(MISSILE)=PLAY:E:12:NORMAL:NOTHING,
PLAY:F:6:BRIGHT:NOTHING;
STATES(MELEE)=PLAY:E:12:NORMAL:NOTHING,
PLAY:F:6:BRIGHT:NOTHING;
STATES(PAIN)=PLAY:G:5:NORMAL:NOTHING,
PLAY:G:5:NORMAL:MAKEPAINSOUND;
STATES(DEATH)=PLAY:H:10:NORMAL:NOTHING,
PLAY:I:10:NORMAL:PLAYER_SCREAM,
PLAY:J:10:NORMAL:MAKEDEAD,
PLAY:K:10:NORMAL:NOTHING,
PLAY:L:10:NORMAL:NOTHING,
PLAY:M:10:NORMAL:NOTHING,
PLAY:N:-1:NORMAL:NOTHING;
STATES(OVERKILL)=PLAY:O:5:NORMAL:NOTHING,
PLAY:P:5:NORMAL:PLAYER_SCREAM,
PLAY:Q:5:NORMAL:MAKEDEAD,
PLAY:R:5:NORMAL:NOTHING,
PLAY:S:5:NORMAL:NOTHING,
PLAY:T:5:NORMAL:NOTHING,
PLAY:U:5:NORMAL:NOTHING,
PLAY:V:5:NORMAL:NOTHING,
PLAY:W:-1:NORMAL:NOTHING;
STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);
[ZOMBIEMAN:3004]
SPAWNHEALTH=20;
REACTION_TIME=0.23;
RADIUS=20;
HEIGHT=56;
SPEED=8;
MASS=100;
PAINCHANCE=78%;
SPECIAL=COUNT_AS_KILL,SOLID,CLIMBABLE,SHOOTABLE,DISLOYAL,ATTACK_HURTS;
MINATTACK_CHANCE=22%;
CASTORDER=2;
CAST_TITLE=ZombiemanName;
BLOOD=BLOOD;
RESPAWN_EFFECT=RESPAWN_FLASH;
ACTIVE_SOUND=POSACT;
DEATH_SOUND="PODTH?";
PAIN_SOUND=POPAIN;
SIGHTING_SOUND="POSIT?";
OVERKILL_SOUND="SLOP";
DROPITEM=PISTOLS;
RANGE_ATTACK=FORMER_HUMAN_PISTOL;
STATES(IDLE)=POSS:A:10:NORMAL:LOOKOUT,
POSS:B:10:NORMAL:LOOKOUT;
STATES(CHASE)=POSS:A:4:NORMAL:CHASE,
POSS:A:4:NORMAL:CHASE,
POSS:B:4:NORMAL:CHASE,
POSS:B:4:NORMAL:CHASE,
POSS:C:4:NORMAL:CHASE,
POSS:C:4:NORMAL:CHASE,
POSS:D:4:NORMAL:CHASE,
POSS:D:4:NORMAL:CHASE;
STATES(MISSILE)=POSS:E:10:NORMAL:FACETARGET,
POSS:F:8:NORMAL:RANGE_ATTACK,
POSS:E:8:NORMAL:NOTHING,
#CHASE;
STATES(PAIN)=POSS:G:3:NORMAL:NOTHING,
POSS:G:3:NORMAL:MAKEPAINSOUND,
#CHASE;
STATES(DEATH)=POSS:H:5:NORMAL:NOTHING,
POSS:I:5:NORMAL:MAKEDEATHSOUND,
POSS:J:5:NORMAL:MAKEDEAD,
POSS:K:5:NORMAL:NOTHING,
POSS:L:-1:NORMAL:NOTHING;
STATES(OVERKILL)=POSS:M:5:NORMAL:NOTHING,
POSS:N:5:NORMAL:MAKEOVERKILLSOUND,
POSS:O:5:NORMAL:MAKEDEAD,
POSS:P:5:NORMAL:NOTHING,
POSS:Q:5:NORMAL:NOTHING,
POSS:R:5:NORMAL:NOTHING,
POSS:S:5:NORMAL:NOTHING,
POSS:T:5:NORMAL:NOTHING,
POSS:U:-1:NORMAL:NOTHING;
STATES(RESPAWN)=POSS:K:5:NORMAL:NOTHING,
POSS:J:5:NORMAL:NOTHING,
POSS:I:5:NORMAL:NOTHING,
POSS:H:5:NORMAL:NOTHING,
#CHASE;
STATES(GIB)=POL5:A:-1:NORMAL:PLAYSOUND(CRUSH);