Age | Commit message (Collapse) | Author |
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also fixed other events
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* Add more Titan events as well as separate Reaper events
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* Revert _ai_cloak_drone.gnut
* Fix Cloak Drones (and maybe Cloak Field) not cloaking targets correctly
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* Sniper Titans behavior update
* RegisterSignal for Sniper Titans
* End threads if Harvester is destroyed
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* Added Stalker Sprinting after taking sufficient damage / arc'd / near harvester
* Add correct weapons according to difficulty for Stalkers
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-added dummy wave creation function for all "vanilla" FD maps
-reworked event handling to support multiple event threads
-tracking more variables for end medals
-added debugging function to stationary firing positions
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- also add dialogue if last player is not ready
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* Update _gamemode_fd.nut
- a lot of dialogues ( one pilot died, multi pilot died, last pilot standing, shield getting damaged, shield recharging, shield low, health taking damage, health below 75/50/25, health gone, win dialogue, wave end recaps )
- fixed minimaps via functions below (including harvester)
- added function AddMinimapToHumans, AddMinimapToTitans, AddTurretSentry
- display overhead icon after titan done hotdropping
- think i mostly got the waves countdown as similar as possible to vanilla behavior
- prevent crash when using harvester shield boost
- scoreboard now tracks the amount of enemy alive on the field
* Update _gamemode_fd.nut
- fixed some indents and removed NPCMoveFlag
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also remove debugging prints
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* Update _gamemode_fd.nut
- stop including player-owned Auto-Titans in the final check
- Add CreateToneSniperEvent and CreateNorthstarSniperTitanEvent
- Sniper titans have their own AI pathing (See _ai_sniper_titans.nut)
- Added Combat and Support Scoring
- Added experimental human nav paths
- Moved all AddDeathCallbacks for NPCs into AddCallback_OnNPCKilled
- NPCs check logs doesn't spam the console
- fixed overhead icon not showing
* Update _ai_cloak_drone.gnut
- changed to IsEMPTitan check
- no idea why cloak is not working
* Update _ai_emp_titans.gnut
- Added IsEMPTitan check
* Update _ai_sniper_titans.gnut
- Experimental pathing, they work, they wont attack
* Update mp_forwardbase_kodai_fd.nut
- Wave 1 in Kodai is fully done ( i think, might need to add more smokes in between subwaves )
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- prevent final wave scoring by setting victory condition first
- added CreateTickEvent, SpawnTick, CreateTrackedDroppodTick functions
- fixed Arc Titans not spawning correctly
- fixed Nuke Titans not moving
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Replaced spaces for indentation with tabs in the few places it was done
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- changed from PropScriptDamaged to AddEntityCallback_OnDamaged
- should also register damage if there's an opposing enemy player
- changed HarvesterStruct to HarvesterStruct&
- fix looping harvester shield regenning noise
- format some code (i cant stand it)
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-prepared some fd awards for win screen
-added shouldThread option to waveEvents
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Changed super spectres
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Added rise shop
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added some first Events
created method to get 9 most spawned enemies for client ui
split Harvester Fx to make shield disappear when down
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Changed super spectres
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* Map hack fixes and adjustments
* Added length variable
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* Fix Assists being granted to the victim
* Show attacker callsign on MegaKill
* adds battery titan meter gain and fix some AI meter gain
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The original behaviour causes a bug where random players with high player indices would be interpreted as if they were sending server messages
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i propose to edit
gungame name string was "gioco d'armi" however "gioco delle armi" could be better because it is the actual game mode name in most italian localizations
the abbreviation for hide&seek was still HS so i changed to NS for "nascondino"
promode was called pro-mode, changed to "modalità competitiva" as it means "competitive mode" in italian
Hp (as health points) was still named HP, changed to PS ( for punti salute)
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* added IsTitan() and IsPlayerDisembarking() checks for evac
* Moved checks, and changed to use ContextAction_IsBusy()
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