Age | Commit message (Collapse) | Author |
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Refactors CTF script that was dearly needed for a while
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Actually not even vanilla does this, but this is just a fancied effect for when the match is over, the flags simply vanish together with their bases. So this adds some effects on top of it to not look so bland.
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Add validity check to player validity as the thread of that function might end on via OnDestroy signal by disconnection, and by that point, the player is no longer valid.
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to prevent potential script crash
Co-authored-by: Zanieon <william-millennium@hotmail.com>
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Co-authored-by: Zanieon <william-millennium@hotmail.com>
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as part of the refactoring effort in #830
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as part of the refactoring effort in #830
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as part of the refactoring effort in #830
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as part of the refactoring effort in #830
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in an effort to have all related functions close to each other
Part of the refactor in #830
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in an effort to have all related functions close to each other
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Co-authored-by: Zanieon <william-millennium@hotmail.com>
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1. Get rid of the odd logic of limiting the algorithm to 3 spawn points
2. Changes the specific CTF algorithm to calculate the spawn points from the flag bases themselves rather than the initial spawn points which was causing severe inconsistencies.
3. Remove some checks in regards to map side swapping when matches reaches half-times due to odd behaviour in native code
4. Mitigate usage of `GetOtherTeam` for certain checks since that function might return Unreachable when it's a gamemode with more than 2 Teams and intentionally script crash the server.
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for vanilla parity when it comes to the progression system.
See PR description for full details
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* Fixed ctf Sound Events and Flag Icon
Norshtar before using a wrong sound name that causes enemy picking up/ capture flag have no sounds, also there's not a icon in minimap for flags
* commit fix
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Fixing the following:
- Various crashes
- Being able to capture flags during epilogue and halftime
- Weird flag spawning stuff
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Again, preventing half-time issues
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