Complex Doom: LCA (Legendary Complex Addon) - Split
Re: Complex Doom: LCA (Legendary Complex Addon)
I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Re: Complex Doom: LCA (Legendary Complex Addon)
Wow can't even be constructive to you? I'm talking about you posting over and over in short time spans. Use the "EDIT" button on the FORUMS. Geez.Legendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
Re: Complex Doom: LCA (Legendary Complex Addon)
I've mistaken what you said. I see the edit button and it just edits my comments I said earlier. I don't need to use it because I was trying to reply to each person in a separate message, not address everyone using a single message. Kinda hard to tell that it was constructive considering what you previously posted.Ivan wrote:Wow can't even be constructive to you? I'm talking about you posting over and over in short time spans. Use the "EDIT" button on the FORUMS. Geez.Legendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
- doomjoshuaboy
- Developer
- Posts: 304
- Joined: Thu Aug 02, 2012 5:36 am
- Location: Australia
- Contact:
Re: Complex Doom: LCA (Legendary Complex Addon)
You're right Legendary. ILCA, HAF, HEM and ARK Should have been banned.because of Extremely hard and op monsters and the ILCA Edits of the Legendary stuff. that's why I prefer LCA/RM/DJB.Legendary wrote: You aren't really agreeing with blood, he helped make lca just as much or more than what I've done. He's talking about all the other addons to lca such as ilca, haf, and ark. Say what you want though it has a high player base and is still one of the most popular online mods as of now (complex and lca). Not everyone likes it and I'm ok with that. With all popular things there will always be haters (not implying that you are one) that's just how things go. We do what we do just for fun and nothing more, if you or anyone else doesn't like the way things are then it's pretty simple, just don't play it.
- Twinkletwats
- Posts: 22
- Joined: Tue May 31, 2016 8:05 pm
Re: Complex Doom: LCA (Legendary Complex Addon)
Completely off topic from what I originally asked regarding a possible wiki (I'm glad you're considering making one, btw), but in response to "If you see anything else please let me know":Legendary wrote:Thanks man. I'll be using the first fix in the upcoming lca version. I appreciate the fix you've made for me. If you see anything else please let me know. I can't really use the second one though as it'd change the original complex minigun. People are used to it the way it is so I'll just leave it alone.tarrasqueSorcerer wrote:Hi. I made two small fixes, and you're welcome to use them.
First one restores explosive minigun's select animation (in LCA proper it just pops from below).
(you might need to change it so it replaces the original exp-mini instead of redefining it though)
[spoiler][/spoiler]Code: Select all
ACTOR "Explosive Minigun" : Weapon { Weapon.Selectionorder 690 Weapon.KickBack 50 Weapon.PreferredSkin "ExplosiveMinigun-Marine" Weapon.AmmoType "BulletMag" Weapon.AmmoGive 20 Weapon.AmmoUse 1 Weapon.UpSound "weapons/explosiveminigunpickup" Inventory.PickupSound "weapons/explosiveminigunpickup" Inventory.PickupMessage "Explosive Minigun" Obituary "%o was ripped to bloody chunks by %k's Explosive Minigun." AttackSound "sentient/fire" +INVENTORY.UNDROPPABLE +WEAPON.NOAUTOAIM States { Spawn: CHNG X -1 Stop Ready: TNT1 A 0 A_PlayWeaponSound("weapons/explosiveminigunpickup") CHNU ABCD 1 CHNG A 1 A_WeaponReady Goto Ready+5 ReadySpin: TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5) CHNG ADGADGADGADGADG 1 A_WeaponReady Loop Deselect: TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1) TNT1 A 0 A_TakeInventory("ExpMinigunActive",1) TNT1 A 0 A_PlaySound("weapons/weapondown", 5) Deselecting: CHNG A 1 A_Lower Goto Deselect+2 Select: TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1) TNT1 A 0 A_TakeInventory("ExpMinigunActive",1) Selecting: TNT1 A 0 A_Raise Loop Fire: TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,23) TNT1 A 0 A_JumpIfInventory("ExpMinigunActive",1,22) TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5) CHNG ABC 2 CHNG EFGABCEG 1 CHNG ACEGADGADG 1 Goto Hold Hold: TNT1 A 0 A_GiveInventory("ExpMinigunActive",1) TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5) TNT1 A 0 A_GunFlash TNT1 A 0 A_Light1 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4)) CHNF A 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHNF A 1 Bright CHNF BC 1 A_Light0 TNT1 A 0 A_GunFlash TNT1 A 0 A_Light2 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4)) CHNF D 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHNF EF 1 A_Light0 TNT1 A 0 A_GunFlash TNT1 A 0 A_Light1 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,3),Random(-3,-5),Random(3,5),0) TNT1 A 0 A_PlaySound("sentient/fire", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4)) CHNF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff") CHNF H 1 A_Light0 TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") TNT1 A 0 A_ReFire TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"ReadySpin") TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5) TNT1 A 0 A_TakeInventory("ExpMinigunActive",1) CHNG ABCDEFGABC 1 CHNG DEFG 2 Goto Ready+5 AltFire: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"EmptySpinDown") TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5) CHNG ABC 2 CHNG EFGABCEG 1 CHNG ACEGADGADG 1 TNT1 A 0 A_GiveInventory("ExpMinigunActive2",1) Goto ReadySpin EmptySpinDown: TNT1 A 0 A_TakeInventory("ExpMinigunActive",1) TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1) TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5) CHNG ADGADG 1 CHNG ABCDEFGABC 1 CHNG DEFG 2 Goto Ready+5 } } ACTOR ExpMinigunActive : Ammo { Inventory.MaxAmount 1 } ACTOR ExpMinigunActive2 : Ammo { Inventory.MaxAmount 1 } ACTOR PlayerExplosiveTracer : SentientExplosiveTracer { Species "Player" DamageType "Player" +THRUSPECIES Scale 0.7 States { Spawn: TRAC A 1 Bright Loop } }
Another one gives the minigun an altfire mode just like the explosive one's.
[spoiler][/spoiler]Code: Select all
Actor NewMinigun : "Minigun " replaces "Minigun " { States { Spawn: MNGN A -1 Stop Ready: TNT1 A 0 A_PlayWeaponSound("weapons/minigunpickup") MGRS ABCDE 1 CHAG A 1 A_WeaponReady Goto Ready+6 ReadySpin: TNT1 A 0 A_PlaySound("weapons/mgunspin", 5) CHAG ABCDABCDABCDABCD 1 A_WeaponReady Loop Deselect: TNT1 A 0 A_TakeInventory("MinigunActive2",1) TNT1 A 0 A_TakeInventory("MinigunActive",1) TNT1 A 0 A_PlaySound("weapons/weapondown", 5) Deselecting: CHAG A 1 A_Lower Goto Deselect+2 Select: TNT1 A 0 A_TakeInventory("MinigunActive2",1) TNT1 A 0 A_TakeInventory("MinigunActive",1) Selecting: TNT1 A 0 A_Raise Loop Fire: TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,22) TNT1 A 0 A_JumpIfInventory("MinigunActive",1,21) TNT1 A 0 A_PlaySound("weapons/mgunspin", 5) CHAG ABCD 2 CHAG ABCDABCDABCDABCD 1 Goto Hold Hold: TNT1 A 0 A_GiveInventory("MinigunActive",1) TNT1 A 0 A_PlaySound("weapons/mgunspin", 5) TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON) TNT1 A 0 A_GunFlash TNT1 A 0 A_Light1 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4)) CHAF A 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHAF BC 1 A_Light0 TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON) TNT1 A 0 A_GunFlash TNT1 A 0 A_Light2 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4)) CHAF D 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHAF EF 1 A_Light0 TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON) TNT1 A 0 A_GunFlash TNT1 A 0 A_Light1 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4)) CHAF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(7,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHAF H 1 A_Light0 TNT1 A 0 A_ReFire TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"ReadySpin") TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5) TNT1 A 0 A_TakeInventory("MinigunActive",1) CHAG ABCDABCDABCDABCD 1 CHAG ABCD 2 Goto Ready+6 AltFire: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"EmptySpinDown") TNT1 A 0 A_PlaySound("weapons/mgunspin", 5) CHAG ABCD 2 CHAG ABCDABCDABCDABCD 1 TNT1 A 0 A_GiveInventory("MinigunActive2",1) Goto ReadySpin EmptySpinDown: TNT1 A 0 A_TakeInventory("MinigunActive",1) TNT1 A 0 A_TakeInventory("MinigunActive2",1) TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5) CHAG ABCDABCDABCDABCD 1 CHAG ABCD 2 Goto Ready+6 } } ACTOR MinigunActive : Ammo { Inventory.MaxAmount 1 } ACTOR MinigunActive2 : Ammo { Inventory.MaxAmount 1 }
Also, I made a personal-use lite version of LCA, with all legendary stuff stripped off - I thought it's too crazy and imbalanced for enjoyable playing (for me at least).
If anyone is interested, I can share it - if Legendary doesn't disapprove, of course.
I've been playing through HR2 with LCA and I've noticed a small bug that can make some levels impassable if the bug occurs in an inopportune place. Sometimes, the corpses of Famines will block the movement of the player. If you happen to kill a famine in a small hallway, there are times where it blocks you from continuing on the level without idclip. This isn't a big issue when I play single player, but if it happens on an online server with cheats deactivated, the only option is to suicide to restart the level.
Re: Complex Doom: LCA (Legendary Complex Addon)
Yeah I think that just might have to happen tbh, I get too many pms about complaints about addons to lca but not lca itself.doomjoshuaboy wrote:You're right Legendary. ILCA, HAF, HEM and ARK Should have been banned.because of Extremely hard and op monsters and the ILCA Edits of the Legendary stuff. that's why I prefer LCA/RM/DJB.Legendary wrote: You aren't really agreeing with blood, he helped make lca just as much or more than what I've done. He's talking about all the other addons to lca such as ilca, haf, and ark. Say what you want though it has a high player base and is still one of the most popular online mods as of now (complex and lca). Not everyone likes it and I'm ok with that. With all popular things there will always be haters (not implying that you are one) that's just how things go. We do what we do just for fun and nothing more, if you or anyone else doesn't like the way things are then it's pretty simple, just don't play it.
Re: Complex Doom: LCA (Legendary Complex Addon)
That's a Complex Doom monster, you'd have to ask Daedalus to fix that.Twinkletwats wrote:Completely off topic from what I originally asked regarding a possible wiki (I'm glad you're considering making one, btw), but in response to "If you see anything else please let me know":Legendary wrote:Thanks man. I'll be using the first fix in the upcoming lca version. I appreciate the fix you've made for me. If you see anything else please let me know. I can't really use the second one though as it'd change the original complex minigun. People are used to it the way it is so I'll just leave it alone.tarrasqueSorcerer wrote:Hi. I made two small fixes, and you're welcome to use them.
First one restores explosive minigun's select animation (in LCA proper it just pops from below).
(you might need to change it so it replaces the original exp-mini instead of redefining it though)
[spoiler][/spoiler]Code: Select all
ACTOR "Explosive Minigun" : Weapon { Weapon.Selectionorder 690 Weapon.KickBack 50 Weapon.PreferredSkin "ExplosiveMinigun-Marine" Weapon.AmmoType "BulletMag" Weapon.AmmoGive 20 Weapon.AmmoUse 1 Weapon.UpSound "weapons/explosiveminigunpickup" Inventory.PickupSound "weapons/explosiveminigunpickup" Inventory.PickupMessage "Explosive Minigun" Obituary "%o was ripped to bloody chunks by %k's Explosive Minigun." AttackSound "sentient/fire" +INVENTORY.UNDROPPABLE +WEAPON.NOAUTOAIM States { Spawn: CHNG X -1 Stop Ready: TNT1 A 0 A_PlayWeaponSound("weapons/explosiveminigunpickup") CHNU ABCD 1 CHNG A 1 A_WeaponReady Goto Ready+5 ReadySpin: TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5) CHNG ADGADGADGADGADG 1 A_WeaponReady Loop Deselect: TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1) TNT1 A 0 A_TakeInventory("ExpMinigunActive",1) TNT1 A 0 A_PlaySound("weapons/weapondown", 5) Deselecting: CHNG A 1 A_Lower Goto Deselect+2 Select: TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1) TNT1 A 0 A_TakeInventory("ExpMinigunActive",1) Selecting: TNT1 A 0 A_Raise Loop Fire: TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,23) TNT1 A 0 A_JumpIfInventory("ExpMinigunActive",1,22) TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5) CHNG ABC 2 CHNG EFGABCEG 1 CHNG ACEGADGADG 1 Goto Hold Hold: TNT1 A 0 A_GiveInventory("ExpMinigunActive",1) TNT1 A 0 A_PlaySound("weapons/expmgunspin", 5) TNT1 A 0 A_GunFlash TNT1 A 0 A_Light1 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4)) CHNF A 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHNF A 1 Bright CHNF BC 1 A_Light0 TNT1 A 0 A_GunFlash TNT1 A 0 A_Light2 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_PlaySound("weapons/minigunfire", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4)) CHNF D 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHNF EF 1 A_Light0 TNT1 A 0 A_GunFlash TNT1 A 0 A_Light1 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("OrangeShellCasing",25,-8,25,Random(2,3),Random(-3,-5),Random(3,5),0) TNT1 A 0 A_PlaySound("sentient/fire", CHAN_WEAPON) TNT1 A 0 A_FireCustomMissile("PlayerExplosiveTracer",Random(4,-4),0,0,Random(4,-4)) CHNF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(6,10),"ModdedBulletPuff") CHNF H 1 A_Light0 TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") TNT1 A 0 A_ReFire TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"ReadySpin") TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5) TNT1 A 0 A_TakeInventory("ExpMinigunActive",1) CHNG ABCDEFGABC 1 CHNG DEFG 2 Goto Ready+5 AltFire: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("ExpMinigunActive2",1,"EmptySpinDown") TNT1 A 0 A_PlaySound("weapons/expmgunspinstart", 5) CHNG ABC 2 CHNG EFGABCEG 1 CHNG ACEGADGADG 1 TNT1 A 0 A_GiveInventory("ExpMinigunActive2",1) Goto ReadySpin EmptySpinDown: TNT1 A 0 A_TakeInventory("ExpMinigunActive",1) TNT1 A 0 A_TakeInventory("ExpMinigunActive2",1) TNT1 A 0 A_PlaySound("weapons/expmgunspinstop", 5) CHNG ADGADG 1 CHNG ABCDEFGABC 1 CHNG DEFG 2 Goto Ready+5 } } ACTOR ExpMinigunActive : Ammo { Inventory.MaxAmount 1 } ACTOR ExpMinigunActive2 : Ammo { Inventory.MaxAmount 1 } ACTOR PlayerExplosiveTracer : SentientExplosiveTracer { Species "Player" DamageType "Player" +THRUSPECIES Scale 0.7 States { Spawn: TRAC A 1 Bright Loop } }
Another one gives the minigun an altfire mode just like the explosive one's.
[spoiler][/spoiler]Code: Select all
Actor NewMinigun : "Minigun " replaces "Minigun " { States { Spawn: MNGN A -1 Stop Ready: TNT1 A 0 A_PlayWeaponSound("weapons/minigunpickup") MGRS ABCDE 1 CHAG A 1 A_WeaponReady Goto Ready+6 ReadySpin: TNT1 A 0 A_PlaySound("weapons/mgunspin", 5) CHAG ABCDABCDABCDABCD 1 A_WeaponReady Loop Deselect: TNT1 A 0 A_TakeInventory("MinigunActive2",1) TNT1 A 0 A_TakeInventory("MinigunActive",1) TNT1 A 0 A_PlaySound("weapons/weapondown", 5) Deselecting: CHAG A 1 A_Lower Goto Deselect+2 Select: TNT1 A 0 A_TakeInventory("MinigunActive2",1) TNT1 A 0 A_TakeInventory("MinigunActive",1) Selecting: TNT1 A 0 A_Raise Loop Fire: TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,22) TNT1 A 0 A_JumpIfInventory("MinigunActive",1,21) TNT1 A 0 A_PlaySound("weapons/mgunspin", 5) CHAG ABCD 2 CHAG ABCDABCDABCDABCD 1 Goto Hold Hold: TNT1 A 0 A_GiveInventory("MinigunActive",1) TNT1 A 0 A_PlaySound("weapons/mgunspin", 5) TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON) TNT1 A 0 A_GunFlash TNT1 A 0 A_Light1 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4)) CHAF A 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHAF BC 1 A_Light0 TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON) TNT1 A 0 A_GunFlash TNT1 A 0 A_Light2 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4)) CHAF D 1 Bright A_FireBullets(4.3,2.6,-1,Random(7,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHAF EF 1 A_Light0 TNT1 A 0 A_PlaySound("weapons/minigunfire",CHAN_WEAPON) TNT1 A 0 A_GunFlash TNT1 A 0 A_Light1 TNT1 A 0 Radius_Quake(2,2,0,1,0) TNT1 A 0 A_SpawnItemEx("RifleCasing",25,-8,25,Random(2,4),Random(-3,-6),Random(3,6),0) TNT1 A 0 A_FireCustomMissile("Tracer",Random(4,-4),0,0,Random(4,-4)) CHAF G 1 Bright A_FireBullets(4.8,2.4,-1,Random(7,10),"ModdedBulletPuff") TNT1 A 0 A_JumpIfNoAmmo("EmptySpinDown") CHAF H 1 A_Light0 TNT1 A 0 A_ReFire TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"ReadySpin") TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5) TNT1 A 0 A_TakeInventory("MinigunActive",1) CHAG ABCDABCDABCDABCD 1 CHAG ABCD 2 Goto Ready+6 AltFire: TNT1 A 0 TNT1 A 0 A_JumpIfInventory("MinigunActive2",1,"EmptySpinDown") TNT1 A 0 A_PlaySound("weapons/mgunspin", 5) CHAG ABCD 2 CHAG ABCDABCDABCDABCD 1 TNT1 A 0 A_GiveInventory("MinigunActive2",1) Goto ReadySpin EmptySpinDown: TNT1 A 0 A_TakeInventory("MinigunActive",1) TNT1 A 0 A_TakeInventory("MinigunActive2",1) TNT1 A 0 A_PlaySound("weapons/mgunspinstop", 5) CHAG ABCDABCDABCDABCD 1 CHAG ABCD 2 Goto Ready+6 } } ACTOR MinigunActive : Ammo { Inventory.MaxAmount 1 } ACTOR MinigunActive2 : Ammo { Inventory.MaxAmount 1 }
Also, I made a personal-use lite version of LCA, with all legendary stuff stripped off - I thought it's too crazy and imbalanced for enjoyable playing (for me at least).
If anyone is interested, I can share it - if Legendary doesn't disapprove, of course.
I've been playing through HR2 with LCA and I've noticed a small bug that can make some levels impassable if the bug occurs in an inopportune place. Sometimes, the corpses of Famines will block the movement of the player. If you happen to kill a famine in a small hallway, there are times where it blocks you from continuing on the level without idclip. This isn't a big issue when I play single player, but if it happens on an online server with cheats deactivated, the only option is to suicide to restart the level.
Re: Complex Doom: LCA (Legendary Complex Addon)
lolLegendary wrote:Yeah I think that just might have to happen tbh, I get too many pms about complaints about addons to lca but not lca itself.doomjoshuaboy wrote:
You're right Legendary. ILCA, HAF, HEM and ARK Should have been banned.because of Extremely hard and op monsters and the ILCA Edits of the Legendary stuff. that's why I prefer LCA/RM/DJB.
Nobody's going to ban those addons.
To use your own words:
Legendary wrote: We do what we do just for fun and nothing more, if you or anyone else doesn't like the way things are then it's pretty simple, just don't play it.
Last edited by Ænima on Mon Sep 19, 2016 1:20 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Re: Complex Doom: LCA (Legendary Complex Addon)
LCA consists of a lot of this too fyi.doomjoshuaboy wrote:You're right Legendary. ILCA, HAF, HEM and ARK Should have been banned.because of Extremely hard and op monsters and the ILCA Edits of the Legendary stuff. that's why I prefer LCA/RM/DJB.Legendary wrote: You aren't really agreeing with blood, he helped make lca just as much or more than what I've done. He's talking about all the other addons to lca such as ilca, haf, and ark. Say what you want though it has a high player base and is still one of the most popular online mods as of now (complex and lca). Not everyone likes it and I'm ok with that. With all popular things there will always be haters (not implying that you are one) that's just how things go. We do what we do just for fun and nothing more, if you or anyone else doesn't like the way things are then it's pretty simple, just don't play it.
- The Toxic Avenger
- Forum Staff
- Posts: 1536
- Joined: Fri May 25, 2012 1:12 am
- Location: New Jersey
- Clan: ???
- Clan Tag: [???]
- Contact:
Re: Complex Doom: LCA (Legendary Complex Addon)
Hey guess whatLegendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Don't quintuple post
Don't triple post
You were told by someone trying to be nice and now you're being verbally warned by an admin to. Don't do that. Edit your posts instead of making a bunch in a row. You CAN quote multiple people it just involves consolidating their quotes into one post.
- Sepia-Paper
- Forum Regular
- Posts: 170
- Joined: Mon Oct 13, 2014 8:29 pm
- Location: Bathroom
Re: Complex Doom: LCA (Legendary Complex Addon)
its his Topic tho...The Toxic Avenger wrote:Hey guess whatLegendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Don't quintuple post
Don't triple post
You were told by someone trying to be nice and now you're being verbally warned by an admin to. Don't do that. Edit your posts instead of making a bunch in a row. You CAN quote multiple people it just involves consolidating their quotes into one post.
you guys should come around when things are hot and everybody is calling everyone an idiot...
Re: Complex Doom: LCA (Legendary Complex Addon)
It doesn't matter whose topic it is. There are forum rules. Just because you have a topic does not mean you can clutter it with replies like that. The only time it is a valid thing is to bump your project topic for updates. And that was not the case here,at all. That's what I've been trying to tell this guy.Sepia-Paper wrote:its his Topic tho...The Toxic Avenger wrote:Hey guess whatLegendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Don't quintuple post
Don't triple post
You were told by someone trying to be nice and now you're being verbally warned by an admin to. Don't do that. Edit your posts instead of making a bunch in a row. You CAN quote multiple people it just involves consolidating their quotes into one post.
you guys should come around when things are hot and everybody is calling everyone an idiot...
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
- Sepia-Paper
- Forum Regular
- Posts: 170
- Joined: Mon Oct 13, 2014 8:29 pm
- Location: Bathroom
Re: Complex Doom: LCA (Legendary Complex Addon)
Just stop...Ivan wrote:It doesn't matter whose topic it is. There are forum rules. Just because you have a topic does not mean you can clutter it with replies like that. The only time it is a valid thing is to bump your project topic for updates. And that was not the case here,at all. That's what I've been trying to tell this guy.Sepia-Paper wrote:its his Topic tho...The Toxic Avenger wrote:Hey guess whatLegendary wrote:I don't know what you mean by I need to use an edit button but frankly I don't care. Anyway, you've just proven my point.
Don't quintuple post
Don't triple post
You were told by someone trying to be nice and now you're being verbally warned by an admin to. Don't do that. Edit your posts instead of making a bunch in a row. You CAN quote multiple people it just involves consolidating their quotes into one post.
you guys should come around when things are hot and everybody is calling everyone an idiot...
- The Toxic Avenger
- Forum Staff
- Posts: 1536
- Joined: Fri May 25, 2012 1:12 am
- Location: New Jersey
- Clan: ???
- Clan Tag: [???]
- Contact:
Re: Complex Doom: LCA (Legendary Complex Addon)
I don't know what you're trying to achieve here.
Multiple posting like that causes clutter, and is bad forum etiquette at the vast majority of forums you'll go to. More often than not, it's more or less spam.
Multiple posting like that causes clutter, and is bad forum etiquette at the vast majority of forums you'll go to. More often than not, it's more or less spam.
- HTG
- Retired Staff / Community Team Member
- Posts: 323
- Joined: Sat Jun 02, 2012 11:53 pm
- Location: Glasgow, Scotland
- Clan: Wicked Sick
- Clan Tag: WS
Re: Complex Doom: LCA (Legendary Complex Addon)
Yikes this thread is becoming a cluster.
Sepia-paper considering TTA is an admin, he can warn legendary for his multiple posts, doesn't matter if it's not his thread. Using the edit button helps refrain from having 3/4 posts in a row.
To repeat fused's earlier offer. Legendary, if you want this thread archived just say so, a lot of unnecessary posts and splits have came from this thread last few days.
Sepia-paper considering TTA is an admin, he can warn legendary for his multiple posts, doesn't matter if it's not his thread. Using the edit button helps refrain from having 3/4 posts in a row.
To repeat fused's earlier offer. Legendary, if you want this thread archived just say so, a lot of unnecessary posts and splits have came from this thread last few days.
Re: Complex Doom: LCA (Legendary Complex Addon)
This is my first forum post, you guys need to chill. 

Re: Complex Doom: LCA (Legendary Complex Addon)
What do you mean by having the thread archived?HTG wrote:Yikes this thread is becoming a cluster.
Sepia-paper considering TTA is an admin, he can warn legendary for his multiple posts, doesn't matter if it's not his thread. Using the edit button helps refrain from having 3/4 posts in a row.
To repeat fused's earlier offer. Legendary, if you want this thread archived just say so, a lot of unnecessary posts and splits have came from this thread last few days.
Re: Complex Doom: LCA (Legendary Complex Addon)
stop posting
Re: Complex Doom: LCA (Legendary Complex Addon)
it's annoying