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authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2022-07-09 11:59:56 +0100
committerGitHub <noreply@github.com>2022-07-09 12:59:56 +0200
commit64515b881fa1d42ea06e8d26314585ea18eb14e3 (patch)
tree3c79847352138d1b66c07978bb0c63bd9ed11030 /Northstar.CustomServers
parent519c6c40ff7a1aa41075989552d8a5534e49d483 (diff)
downloadNorthstarMods-64515b881fa1d42ea06e8d26314585ea18eb14e3.tar.gz
NorthstarMods-64515b881fa1d42ea06e8d26314585ea18eb14e3.zip
[FD] General Small Changes (#411)
* Remove AssaultSetFightRadius * Remove damage scaling for self damage * scip -> skip * Change to use 0 AssaultSetFightRadius
Diffstat (limited to 'Northstar.CustomServers')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_nuke_titans.gnut2
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut8
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd_nav.nut12
3 files changed, 14 insertions, 8 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_nuke_titans.gnut b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_nuke_titans.gnut
index 0d4b43c9..2626abe1 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_nuke_titans.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/ai/_ai_nuke_titans.gnut
@@ -58,7 +58,7 @@ void function NukeTitanSeekOutGenerator( entity titan, entity generator )
{
titan.SetEnemy( generator )
thread AssaultOrigin( titan, validPos[0], goalRadius )
- titan.AssaultSetFightRadius( goalRadius )
+ titan.AssaultSetFightRadius( 0 ) // dont want to set a fight radius because then the nuke titan will stop and shoot
wait 0.5
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut
index bb18d0bb..ec765763 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut
@@ -905,10 +905,16 @@ void function DamageScaleByDifficulty( entity ent, var damageInfo )
if ( attacker.IsPlayer() && attacker.GetTeam() == TEAM_IMC ) // in case we ever want a PvP in Frontier Defense, don't scale their damage
return
-
+
+
+ if ( attacker == ent ) // dont scale self damage
+ return
+
+
DamageInfo_SetDamage( damageInfo, (damageAmount * GetCurrentPlaylistVarFloat("fd_player_damage_scalar",1.0)) )
+
}
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd_nav.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd_nav.nut
index 1ca2bc16..c1d0c7a9 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd_nav.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd_nav.nut
@@ -4,7 +4,7 @@ global function getRoute
-void function singleNav_thread(entity npc, string routeName,int nodesToScip= 0,float nextDistance = 500.0)
+void function singleNav_thread(entity npc, string routeName,int nodesToSkip= 0,float nextDistance = 500.0)
{
npc.EndSignal( "OnDeath" )
npc.EndSignal( "OnDestroy" )
@@ -25,14 +25,14 @@ void function singleNav_thread(entity npc, string routeName,int nodesToScip= 0,f
npc.Signal("OnFailedToPath")
return
}
- int scippedNodes = 0
+ int skippedNodes = 0
foreach(entity node in routeArray)
{
if(!IsAlive(fd_harvester.harvester))
return
- if(scippedNodes < nodesToScip)
+ if(skippedNodes < nodesToSkip)
{
- scippedNodes++
+ skippedNodes++
continue
}
npc.AssaultPoint(node.GetOrigin())
@@ -45,7 +45,7 @@ void function singleNav_thread(entity npc, string routeName,int nodesToScip= 0,f
npc.Signal("FD_ReachedHarvester")
}
-void function SquadNav_Thread( array<entity> npcs ,string routeName,int nodesToScip = 0,float nextDistance = 200.0)
+void function SquadNav_Thread( array<entity> npcs ,string routeName,int nodesToSkip = 0,float nextDistance = 200.0)
{
//TODO this function wont stop when noone alive anymore also it only works half of the time
@@ -59,7 +59,7 @@ void function SquadNav_Thread( array<entity> npcs ,string routeName,int nodesToS
{
if(!IsAlive(fd_harvester.harvester))
return
- if(nodeIndex++ < nodesToScip)
+ if(nodeIndex++ < nodesToSkip)
continue
SquadAssaultOrigin(npcs,node.GetOrigin(),nextDistance)