Age | Commit message (Collapse) | Author |
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Adds button and logic to allow players to switch teams. This is a feature used in FSU and popular on many servers.
Team switch is disabled via script for some gamemodes where switching teams does not make sense.
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Adds a validity check for UIPlayer identity before fetching persistent spawn loadout index
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As we want to remove `FCVAR_SERVER_CAN_EXECUTE` flag from `disconnect`.
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Previously would incorrectly count each round in round based modes as individual games duplicating and stacking stats for those modes in the process.
This commit changes where the hook happens. Ensures the stats will register only once and only when the match really ends, still disconsidering Epilogue state.
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Unused file, not loaded by Northstar.
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Adds faction dialogue saying that Titan is soon ready as well as showing a message when Titan is ready to drop.
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Reorder functions to prepare for refactor and add big ASCII text comments for wayfinding using common IDE minimap
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on player team switch.
Adds a check whether player is in a default team (IMC/Milita) before calling `GetOtherTeam()`
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Overhauls the spawning logic to primarily use native functions and with Squirrel only doing refining on the selected spawns.
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Function is not necessary anymore, the reworked spawning logic at #829 uses playlistvars to control spawnzones creation on minimap.
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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as the thread of that function might end on via OnDestroy signal by disconnection, and by that point, the player is no longer valid.
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This needs to be threaded as there's a `waitthread` further below on that function, which will cause an error if not threaded.
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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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Adds an `IsAlive()` check to temporarily handle a rare crash
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This is a quick fix that will redirect the attacker entity to a proper NPC owned by the player.
By default behavior of the game, attackers are always the final entity in the owning hiearchy, which is always a player if owned NPCs kills enemies.
This change properly redirects the code to the correct NPC whenever they have an owning player.
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to fix script error
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The game have an extra stat especifically to count the total amount of times a player has been MVP in all matches, while the other mvp stat which i previously thought to be absolutely is only registered per map, not globally.
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Prevent suicides registering stats
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Co-authored-by: Zanieon <william-millennium@hotmail.com>
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Co-authored-by: Zanieon <william-millennium@hotmail.com>
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Co-authored-by: Zanieon <william-millennium@hotmail.com>
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taken from #809
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This overhaul makes the Dropships behave consistently now like vanilla and players will only start overlapping each other when both Dropships are full, otherwise code will always attempt to populate them properly instead.
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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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Uses a call back that is triggered when the player switches team to update their own entities accordingly.
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Seemingly there are cases where mods can set an invalid Titan loadout index, which then causes the progression checks to attempt to set the player's Titan model to an invalid index.
This commit adds a check to ensure that it is within the bounds of the titan loadout array.
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Move weapon drop callback globalization to `#if MP`
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Adds a callback for when a weapon is dropped.
In the progress this also fixes weapons still dropping unintentionally in certain case.
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Closes #682
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As they cannot be unlocked by levelling up and some players may still want to use them while having progression enabled, we simply keep them unlocked when progression is enabled.
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index (#788)
The previous index passed to the method did not correspond properly with the persistent data index.
Instead pass their class reference and then use that to grab the correct index.
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Adds missing spectator initialisation
Co-authored-by: Khalmee <87766895+Khalmee@users.noreply.github.com>
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(#767)
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