Age | Commit message (Collapse) | Author |
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-reset wave Executed on lose
-Weighted WaitUntilAlive Event
-don't count militia npcs in wait events
-wait so all NPCs are spawned before final wait
-add ticks to spawnedNPCs so the are counted correctly
-give money and set titan to full on connect
-set titan to full on wave restart
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also fix mapinit not being called on some maps
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* Remove AssaultSetFightRadius
* Remove damage scaling for self damage
* scip -> skip
* Change to use 0 AssaultSetFightRadius
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(#412)
* Create function for spawning a shield captain
* give grunts anti titan weapons and captains on higher difficulties
* Add default values to GetCurrentPlaylistVarInt usage
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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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