CustWepClassBase
is an actor to inherit from if you want to create a class that cannot use normal weapons that inherit from [BaseMM8BDMWep](<https://mm8bdm.notion.site/BaseMM8BDMWep-8cc600ca63704fd59c44528ca4060cac>)
and cannot use buster upgrades.
Any weapon that a class inheriting from this actor uses must inherit from [BaseMM8BDMCustWep](<https://mm8bdm.notion.site/BaseMM8BDMCustWep-d23769c5353f40169bf4355492943907>)
instead.
This actor extends across multiple files and includes multiple systems, so it is not feasible to post its code in one block on this page.
The following are inventory flags which can be given to the class as a start item to disable certain behaviors.
NoTeamTranslation
: Disables team colors on the class’s actor.NoWeaponTranslation
: Disables [core_weaponcolor](<https://mm8bdm.notion.site/core_weaponcolor-db216af3cad3448b917d4d5fbb2a7aa6>)
changing actor color entirely.NoWeaponSwitchSound
: Disables [core_weaponcolor](<https://mm8bdm.notion.site/core_weaponcolor-db216af3cad3448b917d4d5fbb2a7aa6>)
playing a weapon swap sound entirely.NoProjectileTeamTranslation
: Disables team colors on the class’s projectiles.These flags disable certain HUD elements for a class.
NoHud
: Disables drawing the HUD of the class actor entirely.NoHealthBar
: Disables drawing the health bar.NoTeamFlag
: Disables drawing the team flag which shows in team modes.NoDrawMaestroMugshot
: Disables drawing the base mugshot.NoDrawScoreIcon
: Disables drawing a class’s score icon property.NoDrawFaceMugshot
: Disables drawing a class’s face or skin face property.These flags are specific to the air jump and wall jump systems
AirJumpLimit
: Determines how many air jumps the class has access to.
AirJumpZ
: Specifies the whole number portion of how high their air jumps areAirJumpZDecimal
: Specifies the decimal portion of how high their air jumps are (Ex. 5 AirJumpz
and 500 AirJumpZDecimal
makes a final value of 5.0500 CAPROP_AirJumpZ
InfiniteAirJumps
: Gives infinite air jumpsDisabledAirJumps
: Disables air jumps, even if the class is at some point given some.WallJumpLimit
: Determines how many wall jumps the class has access to.
WallJumpZ
: Specifies the whole number portion of how high their wall jumps areWallJumpZDecimal
: Species the decimal portion of how high their wall jumps are (Ex. 5 WallJumpz
and 500 WallJumpZDecimal
makes a final value of 5.0500 CAPROP_WallJumpZ
InfiniteWallJumps
: Gives infinite wall jumpsDisabledWallJumps
: Disables wall jumps, even if the class is at some point given some.The code below creates an example Cutman class using some of the special properties. This code assumes that a weapon named RollingCutterBoss
which inherits from [BaseMM8BDMCustWep](<https://mm8bdm.notion.site/BaseMM8BDMCustWep-d23769c5353f40169bf4355492943907>)
already exists.
actor Cutman : CustWepClassBase
{
player.scoreicon "000ST00"
player.displayname "Cutman"
player.soundclass "cutman"
player.forwardmove 1.0, 1.0
player.sidemove 0.98, 0.98
player.jumpz 12.5
gravity 0.8
player.startitem "WallJumpLimit", 9
player.startitem "WallJumpZ", 12
player.startitem "WallJumpZDecimal", 5000
Health 85
Player.MaxHealth 85
player.startitem "BaseFlagPack", 1
player.startitem "RollingCutterBoss"
States
{
Spawn:
CUTM A 0
CUTM B 1
CUTM A 1
Goto Spawn+2
See:
CUTM BCDE 5
Goto Spawn
Missile:
CUTM F 5
CUTM G 4
goto Spawn+2
ClassPain:
CUTM H 0
goto MegamanPain
ClassDeath:
CUTM H 0
goto MegamanDeath
}
}