Poll

What part do you want first?

Maps
14 (23%)
Weapons
39 (63.9%)
Playertypes
8 (13.1%)

Total Members Voted: 61

Author Topic: Metroid Mod  (Read 26608 times)

I'd love to beta test this sometime as well. And the first Metroid Prime beams are the best IMO.

I'd love to beta test this sometime as well. And the first Metroid Prime beams are the best IMO.
I also would like to beta test... And the other thing he said.
I didn't like MP2... I couldn't beat the boost ball guardian lol

I also would like to beta test... And the other thing he said.
I didn't like MP2... I couldn't beat the boost ball guardian lol

I did, lol. I think the MP3 Hyper-Beam is beast! Except the corruption part. I also think the MP:H (Metriod Prime: Hunters) secondary beams are also cool too. The Phazon Suit in MP1 is supposed to be good too (This is where the Hyper-beam was introduced). And like I said, there are extra weapons in the Prime Series like, Super Missiles, Flamethrower, etc. You should look at a online game guides for each game to see what weapons are used.

ADD: I have the Trilogy Pack for Prime! (Wii game)

Off Topic: Since we are talking about mods based on games, do a Kingdom Heart mod.
« Last Edit: November 15, 2009, 12:02:59 PM by Killer2 »

I've beaten the first Metroid Prime, like, 3 times. Also, brb, getting my Samus avatar.

You must be pretty bad if you couldn't beat the boost guardian.

I've played through all of the games on Trilogy, I just started on MP3.

You must be pretty bad if you couldn't beat the boost guardian.

I've played through all of the games on Trilogy, I just started on MP3.
D=
I don't have the patience to search every nook and cranny for Energy tanks.
I have beaten Metroid prime 1 and 3, Metroid, Metroid II, Super Metroid, and Metroid Prime Hunters. I didn't care for fusion to much. I am also really excited for "other m"

MP:2 Use guides man, they help find energy tanks.
MP: H I have a Action Replay that I can automatically fight the boss and get the max health cheat, but those cheat tanks can add you game tanks when I get those, but when I reactivate the health cheat, the added tanks go away :(. Health bars recalibrate every time you enter a new planet or boss arena.

(P.S. On the final boss cheat, it is really a unlock all planets cheat. You also get a all secondary weapons cheat too. But to beat the boss fully, you have to get 100% on the log and have all of those crystal things to go to the real final boss battle.)

I will try to do all the beta testing for the mod, but I may need a few people to help.


Right now, I'm building a Metroid themed DM to test the mod on and if anyone wants to come to the server (Tc572's Metroid Mod Test



inb4 metroid co-op servers? :3

ned moar space pirates D:

Two words.

AI_Ridley

Do it. Now.

Can ya hurry tho? me and my friend can't w8 for this to be released

Can ya hurry tho? me and my friend can't w8 for this to be released
Ahahha, get out.

If you haven't yet fixed your issue, it should be
UIname = "...";


Well, since I amused you, can you tell me if it's possible to fire 2 differant projectiles without having to make the second projectile fired using another button? Right now, when you charge the Power Beam, it fires 3 regular beams at one time for the charged beam.
What you can do is something like the following.
Quote
function [MyWeapon]Image::onFire(%this,%obj,%slot)
{
   if(%obj.ThisWeapon_Fire == 1 || !%obj.ThisWeapon_Fire){
      %projectile = "gunprojectile";
      %spread=0.0009;
      %vector = %obj.getMuzzleVector(%slot);
      %objectVelocity = %obj.getVelocity();
      %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
      %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
      %velocity = VectorAdd(%vector1,%vector2);
      %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
      %velocity = MatrixMulVector(%mat, %velocity);

      %p = new (%this.projectileType)()
      {
         dataBlock = %projectile;
         initialVelocity = %velocity;
         initialPosition = %obj.getMuzzlePoint(%slot);
         sourceObject = %obj;
         sourceSlot = %slot;
         client = %obj.client;
      };
      MissionCleanup.add(%p);
      return %p;
   }
   if(%obj.ThisWeapon_Fire == 2){
      %projectile = "spearprojectile";
      %spread=0.0014;
      %vector = %obj.getMuzzleVector(%slot);
      %objectVelocity = %obj.getVelocity();
      %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
      %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
      %velocity = VectorAdd(%vector1,%vector2);
      %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
      %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
      %velocity = MatrixMulVector(%mat, %velocity);

      %p = new (%this.projectileType)()
      {
         dataBlock = %projectile;
         initialVelocity = %velocity;
         initialPosition = %obj.getMuzzlePoint(%slot);
         sourceObject = %obj;
         sourceSlot = %slot;
         client = %obj.client;
      };
      MissionCleanup.add(%p);
      return %p;
   }
   if(%obj.ThisWeapon_Fire == 3){
      %projectile = "gunprojectile";
      %spread=0.002;
      %i=0;
      while(%i<3){
         %vector = %obj.getMuzzleVector(%slot);
         %objectVelocity = %obj.getVelocity();
         %vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
         %vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
         %velocity = VectorAdd(%vector1,%vector2);
         %x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
         %y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
         %z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
         %mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
         %velocity = MatrixMulVector(%mat, %velocity);
   
         %p = new (%this.projectileType)()
         {
            dataBlock = %projectile;
            initialVelocity = %velocity;
            initialPosition = %obj.getMuzzlePoint(%slot);
            sourceObject = %obj;
            sourceSlot = %slot;
            client = %obj.client;
         };
         MissionCleanup.add(%p);
         %i++;
      }
      return %p;
   }
}
package myweapon_special
{
function servercmdshiftbrick(%client,%x,%y,%z){
   %obj=%client.player;
   if(%obj.getmountedimage(0)$=nametoid("[MyWeapon]")){
      if(%x){
         %obj.ThisWeapon_Fire=1;
         centerprint(%client,"Fire mode 1",4);
      }
      if(%y){
         %obj.ThisWeapon_Fire=2;
         centerprint(%client,"Fire mode 2",4);
      }
      if(%z){
         %obj.ThisWeapon_Fire=3;
         centerprint(%client,"Fire mode 3",4);
      }
   }else{
      parent::servercmdshiftbrick(%client,%x,%y,%z);
   }
}
};
activatepackage("myweapon_special");
Just change "[MyWeapon]" and then use the brick movement keys to change weapon firing mode.
(That script is fully tested and works 100%)