Age | Commit message (Collapse) | Author |
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The Hardpoint Icons now blink red only when enemy is on Hardpoint
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Corrected Logic for contested Scoring
Fixed Hardpoint Amped playing repeating while holding point amped
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Not Playtested
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now only Players count as capper (ticks worked before)
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Logic in line with base game
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* Fix Pilots vs Pilots registering kills during epilogue
* Fix Skirmish counting kills uring epilogue
* Fix Titan Brawl counting score during epilogue (if available)
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- Reset number of deaths since last kill when the attacker gets a kill (to prevent dying once and immediately get a Comeback medal)
- Change == sign to >= sign for Dominating killstreaks
- Change == sign to >= sign for Mega Kills
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* Add Flag Scoring to Live Fire Arena
Adds a Point to the assault score of the player who carries the Flag at round end. This is the behaviour I observed in youtube videos, but there are not enough for me to determine if this is the correct behaviour
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ClearLastAttacker added after respawning
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to prevent any method of suicide to continue crediting the previous killer.
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This fixes the scoreboard showing a death when player survived a round in roundbased gamemodes
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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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Resets killstreak first before calculating kills.
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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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Added a pro screen check to titan to pilot loadout retrieval.
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minor spelling mistake
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killreplays
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Disable offhand weapons during wargames intro
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Just like the normal loadout "giver", prevents an error when a weapon is not properly setup to use the proscreen, but has been given as part of a loadout.
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General Gamemodes Improvement
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Fixed the game erroring when disembarking from a titan and the player…
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Fix missing respawn grace during EvacEpilogue and Postmatch gamestate
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Adds in a helper function on top of setting respawn behaviour for adding a grace period before disabling the respawn to fix #30. This also disables respawns during the Postmatch game state, and grace length is controlled by the GAME_EPILOGUE_PLAYER_RESPAWN_LEEWAY constant.
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