Age | Commit message (Collapse) | Author |
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* added mode config options in menu
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Co-authored-by: Barichello <artur@barichello.me>
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- New gungame meter, by default acts exactly like before, just adds some visual flair.
- Support for varying reward percentages for Kills, Assists and Executions so to let server owners mix up their gungames a bit more.
- Actual assist support, by default providing no points, but the option is now there.
- Replaced the Archer with a primary enabled melee, finally no more Archer blocking half the screen.
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occupy the main slot when no actual weapons are equipped.
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* added Sticks and Stones
Co-authored-by: Barichello <artur@barichello.me>
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* peacekraber fix i have no idea why this works but it does and therefore I do not intend to take into calculation anyone else's opinion on the matter.
* Balance update for peacekraber
Now requires to hit weak spots to damage a titan.
Increased fire rate (1.33 -> 4.0) and rechamber time (0.756 -> 0.924) to make it look more fluid.
Increased damage (11 -> 15) to decrease the distance between it and the mastiff (as it is pretty much overall a slower mastiff that reaches further)
Increased titan damage (20-15 -> 40-30).
* Fix error when respawning after killreplay (PK)
* Add OnWeaponOwnerChanged callback
* Fixed crosshair persisting after picking up another weapon instead of the peacekraber
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* moved fastball panel B into more cover
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* stop melee from scoring points
* switch gun to wingman elite
* add wingman elite mod
* add playlistvar for wingman_n
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doesn't actually change anything, just gives 500% more room for adding custom mods the pred cannon...
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Add Fastball locations for Glitch and Relic
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Add Fastball spawns for Crash Site and Rise
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Co-authored-by: theroylee <55896140+theroylee@users.noreply.github.com>
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Co-authored-by: theroylee <55896140+theroylee@users.noreply.github.com>
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Fixed air accel conflicting with sh_custom_air_accel and also fix res…
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Moved these both closer to the middle of the map to encourage denying respawns based on panels.
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As discussed in the PR to NorthstarMods
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Boost Fixes Redux
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- Fixed Dice Roll still picking "titan only" boosts.
- Added a more flexible way to set replacements for "non-titan" modes. `BurnMeter_SetNoTitansReplacement( string original, string replacement)`
- Fixed ticks not being rewarded in pairs.
- Added support for multiple boost rewards. `BurnMeter_SetBoostRewardCount( string burnRef, int count )`
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see: https://www.youtube.com/watch?v=eQajX9dnCes
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* Only set the boost from persistence once, allowing for the boost to be changed mid game by other scripts.
* Added `PlayerEarnMeter_SetBoostByRef(string boostRef)` to simplify setting boosts.
* Boosts now correctly disappear after being reward to the player.
* Client-side reward icon will now update when the boost is changed.
* Titan cores will now pull the HUD icon from the core, instead of the titan chassis. Allowing this to be handled better by other scripts.
* Player boost inventory implemented! Now players will be able to store multiple boosts like vanilla.
* Boost inventory limits, all vanilla boost limits are respected, and `BurnMeter_SetBoostLimit( string burnRef, int limit )` was added to accommodate this.
* Fixed the unused nuke titan boost code so that if anyone decides to use it it's not horribly error prone.
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at end kill replay.
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* Fix changing loadouts bypassing restricted weapons
Changing loadouts currently ignores the restricted weapon list.
* Update _disallowed_weapons.gnut
* accidental spaces
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* Fix airaccel reset on leaving titan
https://youtu.be/Ir_YT8aTyzY
* fix for loadout change and enter titan
* fix accidental space
* oops :P
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properly sets the end of game replay to use the appropriate player, and prevents respawns during end of game replays
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General Gamemodes Improvement
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fixes
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