diff --git a/README.md b/README.md index 61405e4..f4d095c 100644 --- a/README.md +++ b/README.md @@ -1,40 +1,48 @@ Total Warfare Mod 2 ==== -Total Warfare Mod 2 for Tribes 2, Conversion mod built on a base mix of Construction .69a and CCM. Tribes 2 is a pre 1.0 game of the Torque Game Engine. +Total Warfare Mod 2 for Tribes 2, Conversion mod built on a base mix of Construction .69a and CCM. Tribes 2 is a game developed on a pre-release version of the Torque Game Engine. Web Sites/Pages: +* http://www.tribesnext.com : Tribes 2 / TN Page * https://github.com/PhantomGamesDevelopment/TWM2/ : Official Git Repostitory * http://www.phantomdev.net : Offical Website Current Version: 3.91 {Development} +==== + Credits: * Phantom139 (Lead Coder / Mod Developer, Official Host) * DarknessOfLight (Lead Map Maker / Mod Tester (CoDev)) * Dark Dragon DX (Asset Functions / CoDev) * Signal360 (Many functions and improvements/ CoDev) -* Dondelium_X (Various CCM Functions) +* Dondelium_X (The original Combat Construction Mod (CCM)) * Castiger (Official Secondary Host, Bug Finding, Mod Tester) * Mostlikely, Construct, JackTL (Construction .70a Developers) Thanks: * Thyth (Tribes Next, Merge Tool) +* Krash123 (Tribes Next) * Linker (Doors, Spawnpoints) * My Loyal Hosts (For standing behind me and the mod for the entirety of it's length) -* Various Others (Who have contributed to Cons Mod, TWM, and TWM 2, You have my thanks) +* Various Others (Who have contributed to Cons Mod, CCM, TWM, and TWM 2, You have my thanks) * You (For Downloading, and Contributing.) +==== + Install: -* Unzip the TWM2 Folder to C:/Dynamix/Tribes2/Gamedata/ (change the links if in a different location) +* Unzip the TWM2 Folder to your Tribes 2's Gamedata folder * Create a link with the target mod -mod TWM2 -* Rename serverControl_R.cs to serverControl.cs +* Adjust the serverControl.cs if you feel like it * Run. * ??? * Profit. Uninstall: Delete the TWM2 Folder +==== + Server Setup: Provided in this folder is a file named ServerControl.cs. Inside you will find many configurable @@ -42,14 +50,66 @@ objects to modify server settings. For starters, set the host GUID to your GUID. start up the dedicated server. Join it, once in game, type ListGUIDS(); in the server console to obtain your GUID. Then modify the line: $TWM2::HostGUID = "SetMeUp";, to match your GUID. -MOD DEVELOPMENT LOG: +TWM2 Servers: + +TWM2 uses a inter-server connectivity system known as PGD Connect. This system will allow users who +play TWM2 to transfer their rank/progression as well as load in buildings created in other servers +in your server. While PGD Connect itself is manditory across all TWM2 servers, saving information is +only permitted in what we designate as a "Core Server". This requires the server host to abide by the +TWM2 PGD Connect Core rules established by Phantom139. If you are interested in hosting a server with +this level of authority, please contact Phantom139 on the PGD Forums, or by email. + +==== + +MOD DEVELOPMENT HISTORY: + 3.9 -> 3.91 (In Progress): * Lib'd the TWM2 MainControl file to remove some more functions +* Lib'd the PGD Connect support interface as well +* The F2 Menu now detects PGD Connected accounts and will no longer show the option to PGD Connect to already connected users +* Addressed a security issue regarding players who are "attempting" to load code via universal rank files. + * Nice try DDDX, but your fem-phantom fantasies will NOT be happening... ;) * Another boss balancing pass * Addressed the bug that would allow Vardison 2.0 to summon infinite minions * Addressed the bug with Vardison 2.0 that made his Shadow Rift invincible * Removed two un-used game objects that were never completed, the Medal Seal and the UAV Control Panel * Removed a few erraneous exec calls to non-existent files in the mod load script +* Depricated the F2 Inventory Screen (Nobody ever used this) +* Fixed a few bugs in the F2 Menu +* [phantomdev.net] "Hopefully" fixed the CRON setting on the daily challenge script so it runs every day now. +* Addressed the bug preventing weapon challenge progress from recording +* Re-did the Challenge Menus in the F2 Menu + * Renamed Weapon Challenges to just Challenges + * From this menu, players now select General Tasks or Weapon Challenges + * Weapon Upgrades are now selected from the Settings Window + * Added the option to jump between the weapon upgrades and weapon challenge menus + * Completed Challenges are now highlighted in Green and show the requirement instead of simply stating "done" + * I did this as more of a nostalgia move, so players can remember their accomplishments! +* TWM2 Challenge Adjustments + * Depricated the Blacklist Challenges, It's almost impossible to get any of these. + * Replaced it with Wargames challenges, which are focused on PvP tasks across all modes. + * Let's see who can complete some of those "tough" ones :) + * Finally completed the Zombie Slaying Challenges, allowing players to earn some nice healthy batches of EXP for slaying zombies + * Added boss challenges for the bosses that did not have any: + * Shade Lord + * Ghost of Fire + * Commander Stormrider + * Added in additional challenges for the other categories to help players make some more mod progression + * Removed erraneous reward notes on the boss challenges, as we removed the "AI Follower" system back in 3.7 + * Addressed the bug preventing the four Vardison challenges for specific difficulty completions from actually completing +* Added in the necessary hooks to enable officer ranks 10 - 15 + * Have fun! +* Re-did the Officer Promotion windows to preview the rewards upcoming at that level +* Added in the capability to "reset" your entire TWM2 progression upon hitting max level of Officer 15 (Max Level) +* Depricated the Store and Money systems, these systems will become progression based unlocks for "higher" officer levels (10 - 15) + * Armor effects will not return + * Armor flags will return in 3.92 +* Shifter Zombies now have a randomzied element in their teleport method +* Plasma Torpedo Cannon now requires officer level 9 (Phantom) +* Weapon Balancing Pass + * Grapple Hook + * Slowed down the attacher projectile a bit, lowering the range + * Grapple hook now requires 60% armor energy and consumes this when firing 3.8 -> 3.9: * Progression System Adjustments @@ -90,10 +150,9 @@ MOD DEVELOPMENT LOG: * Gave Vardison (and his DA counterpart) a brand new evil hyper laser attack * Gave The Final Vardison Form a missile spam attack * Balanced out pretty much all of the weapons to a point that now seems reasonable -* Added extremely challenging Bronze, Silver, Gold, and Titan commendation challenges to every weapon that - grant loads of EXP. These will be for your players who are loyal to certain guns. :) -* Upgraded the Horde Spawning System to cause some less UE problems and added error checks to pretty much - prevent Horde from causing UEs anymore. +* Added extremely challenging Bronze, Silver, Gold, and Titan commendation challenges to every weapon that grant loads of EXP. + * These will be for your players who are loyal to certain guns. :) +* Upgraded the Horde Spawning System to cause some less UE problems and added error checks to pretty much prevent Horde from causing UEs anymore. * Added a few new Hellclasses to Helljump * Removed the old Hellclasses that used the gravity weapons removed in V2.5 * Pretty much wrapped everything else up, official mod support at this point is dropped... @@ -101,12 +160,13 @@ MOD DEVELOPMENT LOG: 3.6 -> 3.7: * Added a Phase One Vardison Boss - Dark Archmage Vardison * We've hit the function limit, so I revitalized the chat command system and recovered ~500 functions +* Removed the AI Followers, they were being "abused" in PvP modes * Updated a lot of old code from the mod * Addressed the bug in the PGD Connect system that would only allow one player to use the system at a time * At the request of players, I have added a damage to boss system that will give your boss xp award based on the amount of damage done to a boss -- SCG Kills count as 0 exp to the admin using it + * SCG Kills count as 0 exp to the admin using it * Upgraded the Zombie AI a little bit to use less functions and overall be more balanced * Zombie Lords now drop the Acid Cannon * Added three new missions to the mission system, these are much harder than their previous counterparts @@ -118,32 +178,30 @@ MOD DEVELOPMENT LOG: * Completed the remaining perks in the mod * Added the Napalm Airstrike killstreak * Fixed a few bugs in some of the old killstreaks -* Fixed a part of the camera-lock problem in the turret streaks, unfortunately the way tribes 2 is coded - I don't think the entire bug will ever be fixable. +* Fixed a part of the camera-lock problem in the turret streaks, unfortunately the way tribes 2 is coded, I don't think the entire bug will ever be fixable. * Added weekly and monthy challenges to the challenge system * Added some new Hellclass options to Helljump * Added some new zombie options to TWM2 Infection * Added a new endgame boss, The Shade Lord -- This is a really challenging two phase boss with 80000 HP and one hit kill attacks, it will take - A lot of players to bring him down + * This is a really challenging two phase boss with 80000 HP and one hit kill attacks, it will take A lot of players to bring him down 3.4 -> 3.5: * Upgraded the rank storage container to be in a single container rather than 3. -- The system will auto-convert old files to the new format + * The system will auto-convert old files to the new format * Addressed a bug in the Daily Challenge System that would cause challenges to continue beyond expiration * Balanced some weapons * Addressed an exploitable method for implementing unfriendly code by means of the saving system -- Thanks to Thyth for pointing this out. + * Thanks to Thyth for pointing this out. 3.3 -> 3.4: * Daily Challenge System Implemented * Reworked the entire rank system -- Handled by a quicker and more efficient file system -- PGD Connect updated to support new version + * Handled by a quicker and more efficient file system + * PGD Connect updated to support new version * Implemented Phantom Games Interaction System -- Daily EXP Caps -- Rank / Officer Level Caps -- Other Services (News Panel, ect) + * Daily EXP Caps + * Rank / Officer Level Caps + * Other Services (News Panel, ect) 3.2 -> 3.3 (or 3.2 Revised): * Updated all PGD Services to point to the new domain. @@ -158,11 +216,11 @@ MOD DEVELOPMENT LOG: 2.9 -> 3.0: * Modified the PGD Connect Algorith to be a little less required, less conflicts should occur. * Re added the TWM1 Nalcidic Armor -- Enjoy! + * Enjoy! * Horde 2 is now Horde 3 -- Added Scoring -- Added The Wave Highlight System -- Made it less challenging to get to wave 50. + * Added Scoring + * Added The Wave Highlight System + * Made it less challenging to get to wave 50. * Added The Martyrdom Perk * Fixed a bug that allowed naughty admins to get killstreaks with /giveGun * Drastically increased the Centaur Artillery Strike Damage @@ -170,80 +228,82 @@ MOD DEVELOPMENT LOG: 2.8 -> 2.9: * Fixed a console spam issue with "Commander Stormrider" * Removed 2 un-used medals +* Added the From The Top challenge category for missions +* Added a few more missions for players to run * Fixed sniper rifles showing in the inventory list when they are disabled * Added 1 shot reload style weapons -- Added the Model 1887 Shotgun (Requires Instructive Colonel) -- See the new shotgun (Model 1887) or the SA2400 for examples + * Added the Model 1887 Shotgun (Requires Instructive Colonel) + * See the new shotgun (Model 1887) or the SA2400 for examples * Ion Progression removed in Sabotage, Domination, and Wartower game modes * Redid the weapon reload bar -- It is now math based :P -- Weapons with longer than 1 second delays are no longer cut off -- The reload bar halts if you use an invo while reloading. --- Weapon Balance Changes (A Large Amount) -- Reduced the damage of the Plasma Torpedo Cannon to 1.5 from 2.2 -- Reduced the Range of the Flamethrower -- Reduced the Reload Time of the M1700 Shotgun to 2 seconds from 3 seconds -- Reduced the Reload Time of the SCD343 Shotgun to 4 seconds from 5 seconds -- Increased the Reload Time of the WP400 Shotgun to 4 seconds from 3 seconds -- Reduced the range of the Grapple hook to 50% of what it was -- Removed the Centaur Dual Pistols Weapon --- Made it an upgrade of the Colt Pistol (Excessive Duality) -- Increased the damage of the R700 Sniper To 0.62 From 0.49 -- Increased the Damage of the MP26 SMG to 0.17 from 0.1 -- Increased the Damage of the Pg700 SMG to 0.09 from 0.07 -- Increased the Damage of the P90 SMG to 0.08 from 0.07 -- Increased the Damage of the Mini-Chaingun to 0.06 from 0.035, and the Fusion Mini-Chaingun to 0.07 from 0.05 -- Reduced the Reload Time of the MRXX ZC4 MG to 9 seconds from 12 seconds -- Increased the Damage of the M1A4 to 0.09 from 0.07 -- Increased the Damage of the ALSWP Sniper to 0.5 from 0.3 + * It is now math based :P + * Weapons with longer than 1 second delays are no longer cut off + * The reload bar halts if you use an invo while reloading. +* Weapon Balance Changes (A Large Amount) + * Reduced the damage of the Plasma Torpedo Cannon to 1.5 from 2.2 + * Reduced the Range of the Flamethrower + * Reduced the Reload Time of the M1700 Shotgun to 2 seconds from 3 seconds + * Reduced the Reload Time of the SCD343 Shotgun to 4 seconds from 5 seconds + * Increased the Reload Time of the WP400 Shotgun to 4 seconds from 3 seconds + * Reduced the range of the Grapple hook to 50% of what it was + * Removed the Centaur Dual Pistols Weapon + * Made it an upgrade of the Colt Pistol (Excessive Duality) + * Increased the damage of the R700 Sniper To 0.62 From 0.49 + * Increased the Damage of the MP26 SMG to 0.17 from 0.1 + * Increased the Damage of the Pg700 SMG to 0.09 from 0.07 + * Increased the Damage of the P90 SMG to 0.08 from 0.07 + * Increased the Damage of the Mini-Chaingun to 0.06 from 0.035, and the Fusion Mini-Chaingun to 0.07 from 0.05 + * Reduced the Reload Time of the MRXX ZC4 MG to 9 seconds from 12 seconds + * Increased the Damage of the M1A4 to 0.09 from 0.07 + * Increased the Damage of the ALSWP Sniper to 0.5 from 0.3 * PGD Updates -- Modified the hash of the PGD Authenticator. -- Modified some of the PGD Errors. + * Modified the hash of the PGD Authenticator. + * Modified some of the PGD Errors. * Horde 2 - You now gain XP for completing a wave, the amount is handled by a special formula 2.7 -> 2.8: * Player Phrases, use /myPhrase to set it -- Working on a parse script to allow them to be set in satellite servers -- For now, they will only 'Stay' if set in a core server + * Working on a parse script to allow them to be set in satellite servers + * For now, they will only 'Stay' if set in a core server * Patched a few issues with the universal ranks * Added a few new commands +* Completed the "cool new feature" started in 2.6, Missions! + * Missions are player-ordered, short-duration scenarios with objectives that must be completed over a time period + * Completion awards XP, completing before the time limit awards a time bonus! + * Added the "Surrounded" Mission to start us off * Modified a few zombie spawn functions to support missions -* Missions: -- Modified the ordering of missions to provide a short bio of the mission first -- Added the "Surrounded" Mission * Modified the server assistant (chat bot) -- Allows hosts to change it's name :P -- Added a plothera of things to do with it --- Curse Filter --- "Get Weather by Zip Code", "Define Word (In development)", "Get Time" --- Performs Administrative Functions --- And much more! + * Allows hosts to change it's name :P + * Added a plothera of things to do with it + * Curse Filter + * "Get Weather by Zip Code", "Define Word (In development)", "Get Time" + * Performs Administrative Functions + * And much more! 2.6 -> 2.7: * Ported in a plothera of TWM1 Commands * Fixed the new chat command system that allowed hosts to disable certain commands -- Logic errors caused the system to ignore the PGD Commands. -* Added additional missions + * Logic errors caused the system to ignore the PGD Commands. * Brought back the TWM Infection Game Mode -* Added Armor Flags (Unlocked at Prestige Level 5) -- These are just like the phantom armor flags of TWM1 -- Only they apply to all armors. +* Added Armor Flags (Unlocked at Officer Level 5) + * These are just like the phantom armor flags of TWM1 + * Only they apply to all armors. * PGD Updates (The brunt of 2.7) -- Fixed additional HTML Errors -- Provided By Signal360, the new and enhanced PGD Rank System --- Sha1 security for rank uploads --- Better processing of the rank data --- Core/Satellite determined by a new Username/Password system provided by the servers. --- Lifted all PGD Bans [For now] + * Fixed additional HTML Errors + * Provided By Signal360, the new and enhanced PGD Rank System + * Sha1 security for rank uploads + * Better processing of the rank data + * Core/Satellite determined by a new Username/Password system provided by the servers. + * Lifted all PGD Bans [For now] * Started the framework of a new mission start menu (for Ordering Missions) * Rank Tags (For Roleplay), hosts can use the /RankTags command to toggle rank tags * Renamed the Rank "General Of The Army"[57] to "Commanding General". * Patched an issue with new players Rank Files that would cause them to error out -- Players with this issue in their file can join a 2.7 server, and rank up once to fix it. + * Players with this issue in their file can join a 2.7 server, and rank up once to fix it. 2.5 -> 2.6: * Added the MRXX ZC4 Machine Gun -* Prep-Work on additional Scenarios +* Prep-Work on a new system in the mod, coming soon! * Added an instant notification system for attempted hacks * Modified the anti-tamper system to be a little more sensative (this will not affect your gameplay) * Re-Patched the rapid team crash @@ -254,7 +314,7 @@ MOD DEVELOPMENT LOG: * Modified functioning with voting. * Added the Mass EMP Killstreak (20 Kills) * Added In-complete Upgrades on certain weapons -- Please Note, that some do still remain + * Please Note, that some do still remain * Completed the "Team Gain" Perk * Reformatted the Inventory list to go by Weapon Type/Rank * Added a Center Print MOTD Function, check serverControl.cs @@ -262,8 +322,8 @@ MOD DEVELOPMENT LOG: * Airstrikes are now directional based on the direction of the camera * Air rapier zombies can now be targeted by missile weapons * Added restrictions to the /VoteBoss Command -- 1 Boss Vote per hour (even if it fails) -- Hosts may disable the usage of the command + * 1 Boss Vote per hour (even if it fails) + * Hosts may disable the usage of the command * BOSS: Lordranius Trevor's Official EXP Reward Cut in Half to 25000. * Devs/Hosts can now disable chat commands * Fixed some of the Spelling errors in the death messages. @@ -271,8 +331,7 @@ MOD DEVELOPMENT LOG: * Hosts can disable boss vote / change map votes 2.4 -> 2.5: -* Scenarios (AKA Missions). -* Gravity Weapons Removed +* Gravity Weapons Removed (Too many problems) * Patched a few UE Causing aspects with Lord Vardison * Added The Shadow Armor * Added The M93 Pistol @@ -284,27 +343,26 @@ MOD DEVELOPMENT LOG: * Added The Satellite Strike Killstreak (8 Kills) * Fixed the Harbinger HQ Map (It's Playable Now) * Added More Non-Weapon Challenges -- Prestige Challenge Category Completed -- Sabotage Challenge Category Completed -- Domination Challenge Category Completed -- Horde 2 Challenge Category Completed -- From The Top Challenge Category Completed + * Officer Challenge Category Completed + * Sabotage Challenge Category Completed + * Domination Challenge Category Completed + * Horde 2 Challenge Category Completed * AC130 and Harbingers Wrath Streaks can now detect incoming missiles, they will fire off flares when missiles are detected. -* Added 4 More Prestige Levels, bringing the total to 9. -- Removed the Second Prestige Image, replaced 9 with the PGD Logo, all others downgraded 1 +* Added 4 More Officer Levels, bringing the total to 9. + * [phantomdev.net] Removed the Second Officer Image, replaced 9 with the PGD Logo * New Perks: -- Bomb Shadower (Tier 3): In Sabotage, the WP that shows you holding the bomb will not show when this perk is active (Requires the 3 For 3 Sabotage Challenge) -- Double Down (Tier 1): Gain double EXP for every non boss kill (Requires Prestige Level 1) -- Radar Phantom (Tier 2): Active Ability, Jams Sensors (Requires Commander Rank) -- Second Chance (Tier 3): In Horde, you can spend one team revive to respawn (Requires the Army Of 50 Stopped Challenge) + * Bomb Shadower (Tier 3): In Sabotage, the WP that shows you holding the bomb will not show when this perk is active (Requires the 3 For 3 Sabotage Challenge) + * Double Down (Tier 1): Gain double EXP for every non boss kill (Requires Officer Level 1) + * Radar Phantom (Tier 2): Active Ability, Jams Sensors (Requires Commander Rank) + * Second Chance (Tier 3): In Horde, you can spend one team revive to respawn (Requires the Army Of 50 Stopped Challenge) * Modified The Following Vehicles: -- Modified the AC130 and Harbinger Gunships to both have gunner seats, the pilot switches the turret weapons when there is no gunner. -- Combat Helicopter: Added a gunner seat, the gunner controls the turret, otherwise the turret is auto fire. -- Gunship Helicopter: See above, pilot can fire a missile pod with the mine key -- Apache Helicopter: See above, pilot can fire a flare pod with the mine key + * Modified the AC130 and Harbinger Gunships to both have gunner seats, the pilot switches the turret weapons when there is no gunner. + * Combat Helicopter: Added a gunner seat, the gunner controls the turret, otherwise the turret is auto fire. + * Gunship Helicopter: See above, pilot can fire a missile pod with the mine key + * Apache Helicopter: See above, pilot can fire a flare pod with the mine key * Modified The Following Weapons: -- Desert Eagle Pistol: Added a Spread -- RP-342 Machine Gun: Damage increased to 0.035 from 0.02 + * Desert Eagle Pistol: Added a Spread + * RP-342 Machine Gun: Damage increased to 0.035 from 0.02 2.35 -> 2.4: * Added additional security measures to the universal system @@ -318,30 +376,29 @@ MOD DEVELOPMENT LOG: 2.3 -> 2.35: * Patched serious security loopholes: -- Univeral Saved Files will now be scanned on load for corruption -- Key Download and scanning is now handled by PGD and not the Server -- Prestige will check for your rank upon attempting to do so. -- Universal Ranks are now forced to provide the key when uploading --- Added /SaveRank and /LoadRank in case the server fails to do so, or you want to -* Weapons can now have a required prestige level + * Univeral Saved Files will now be scanned on load for corruption + * Key Download and scanning is now handled by PGD and not the Server + * Officer will check for your rank upon attempting to do so. + * Universal Ranks are now forced to provide the key when uploading + * Added /SaveRank and /LoadRank in case the server fails to do so, or you want to +* Weapons can now have a required officer level * Added 2 new weapons -- Both require a prestige level to test the new system updates. + * Both require a officer level to test the new system updates. * Started the harbinger soldier AI. 2.2 -> 2.3: * modified the auto-patcher * Added Officer Ranks -- Reach Master Commander, then hit the reset button + * Reach Master Commander, then hit the reset button * Added the AC-130 -- AC-130 Gunner Streak + * AC-130 Gunner Streak * Signal360 Added the following: -- /passVote -- /VoteBoss -- System Ammendments + * /passVote + * /VoteBoss + * System Ammendments * Brought back 2 Classic TWM Bosses -- Stormrider -- The Ghost Of Fire --- Enjoy, Complements of Phantom139 + * Stormrider + * The Ghost Of Fire * Fixed a glitch with weapon challenges. * Delayed camera based superweapons to prevent the "Lock" Glitch (this can still occur though) * And some various other unnoted changes @@ -352,77 +409,77 @@ MOD DEVELOPMENT LOG: 2.0 -> 2.1: * New Guns! -- Javelin -- M4A1 -- SCD343 + * Javelin + * M4A1 + * SCD343 * Universal Rank System Implementation * More Non-Weapon Challenge Categories -- Boss Challenges -- Blacklist Challenges + * Boss Challenges + * Blacklist Challenges * Additional Fixes 1.9 -> 2.0: * Christmas Mall 2009 Map -- Decent Sized Map, Good for close and long range battles -- Sabotage, Domination + * Decent Sized Map, Good for close and long range battles + * Sabotage, Domination * Domination Enhancement: -- Mappers can now name areas: -- $Domination::Flag[Num(1, 2, or 3), "Map File Name without .mis"] = "Name"; (Thanks To DoL For This) + * Mappers can now name areas: + * $Domination::Flag[Num(1, 2, or 3), "Map File Name without .mis"] = "Name"; (Thanks To DoL For This) * 3 More Killstreaks: -- Plasma Harrier Airstrike: 7 Kills: Airstrike with a remaining plasma harrier -- Gunship Helicopter: 9 Kills: Call in a heavily armed helicopter -- Z-Bomb: 100 Zombie Kills: Wipe out all zombies in a flashing blast + * Plasma Harrier Airstrike: 7 Kills: Airstrike with a remaining plasma harrier + * Gunship Helicopter: 9 Kills: Call in a heavily armed helicopter + * Z-Bomb: 100 Zombie Kills: Wipe out all zombies in a flashing blast * Killstreak Upgrades: -- Added Host Streak Settings: --- 1: Current Method: 3 Streaks/Player --- 2: Old Method: All Streaks Earneds if Unlocked --- 3: New Method: X Streaks/Player, X Set by host. --- 4: No Streaks: Simple enough... -- Chopper Gunner: Renamed to Apache Gunner --- Apache Helicopter has a more powerful chaingun than the Combat Helicopter, slower RoF, but larger splash damage -- Apache Gunner and Harbingers wrath now count to your kills. + * Added Host Streak Settings: + * 1: Current Method: 3 Streaks/Player + * 2: Old Method: All Streaks Earneds if Unlocked + * 3: New Method: X Streaks/Player, X Set by host. + * 4: No Streaks: Simple enough... + * Chopper Gunner: Renamed to Apache Gunner + * Apache Helicopter has a more powerful chaingun than the Combat Helicopter, slower RoF, but larger splash damage + * Apache Gunner and Harbingers wrath now count to your kills. * Opened the Non-Weapon Challenges Up -- Special Event Challenges: Challenges to do on "Special" Days. -- Killstreak Challenges: Challenges completed for using killstreak rewards + * Special Event Challenges: Challenges to do on "Special" Days. + * Killstreak Challenges: Challenges completed for using killstreak rewards * RPG-7 Enhanced -- Now Randomly Moves While Fired -- Requires Rank 50. + * Now Randomly Moves While Fired + * Requires Rank 50. * Slingshot Zombie Added (Finally), Pilots Beware * Explosive Weapons Now Can Count To Weapon Kills * Helljump Updates -- The Transport is now invincible (bug fix) -- Players who jump too early out will be placed back in the transport + * The Transport is now invincible (bug fix) + * Players who jump too early out will be placed back in the transport 1.8 -> 1.9: * Removed the old Killstreak methods. * Implemented a brand new killstreak system -- 3 Streaks Per Player -- Unlocked via rank/medal -- 4 New Killstreaks --- Stealth Bomber: 8 Kills: Carpet bomb an area without notice.... until it's too late --- Apache Gunner: 10 Kills: Control a combat Helicoper's turret for 1 minute --- Centaur Bombardment: 15 Kills: Call in a massive proton collider bombardment. --- Arrov IV Nuke Strike: 25 Kills: Boom... you should know what this is. + * 3 Streaks Per Player + * Unlocked via rank/medal + * 4 New Killstreaks + * Stealth Bomber: 8 Kills: Carpet bomb an area without notice.... until it's too late + * Apache Gunner: 10 Kills: Control a combat Helicoper's turret for 1 minute + * Centaur Bombardment: 15 Kills: Call in a massive proton collider bombardment. + * Arrov IV Nuke Strike: 25 Kills: Boom... you should know what this is. * Modified some weapons that were implemented in 1.8 * /setRot Added * Full Scale and Nudge added to the MIST * /SetNudge added * Added the Hardline Perk -- Killstreaks require one less kill + * Killstreaks require one less kill 1.7 -> 1.8: * Added the plasmasaber melee weapon. * Added the UAMS Guided Missile Strike Kill Streak (6 Kills) * Added the Harbinger's Wrath Kill Streak (10 Kills) -- Hosts, to create a gunship that endlessly circles the map (Gunship support), type StartHarbingersWrath(your CID, 1, 1); + * Hosts, to create a gunship that endlessly circles the map (Gunship support), type StartHarbingersWrath(your CID, 1, 1); * Helljump: Players can no longer kill the transports. * Fixed the helicopters on crack glitch. -- If you don't know what this is... lol, start up helljump and call in a heli. -- Hosts, if you have good eyes with script files, you can find the function to make you a chopper gunner (like harbinger's wrath, but with a helicopter) + * If you don't know what this is... lol, start up helljump and call in a heli. + * Hosts, if you have good eyes with script files, you can find the function to make you a chopper gunner (like harbinger's wrath, but with a helicopter) * DarknessOfLight provided me with the SA2400 Shotgun (Rank 33). * Added the Wartower game mode (FFA Tower Wars) -- Tower 2009 Limited Edition Map -- Century Maze Map + * Tower 2009 Limited Edition Map + * Century Maze Map * Fixed the sabotage bomb explosion (it properly explodes now) * Fixed the S3S Rifle Glitch (You could shoot yourself :p) * Shotgun weapons (Excluding the LD06 Savager) now properly make their fire sound @@ -439,7 +496,7 @@ MOD DEVELOPMENT LOG: 1.6 -> 1.7: * PGD Connect Implemented -- Universal Saving/Loading Added + * Universal Saving/Loading Added * Fixes, Fixes, Fixes * Start of Universal Ranks * MP-26 CMDO Weapon Added For Helljump @@ -489,7 +546,7 @@ MOD DEVELOPMENT LOG: * bosses Renamed 1.1 -> 1.2 (F.P.R): -- FPR: First Public Release +* FPR: First Public Release * More Guns * 4 new zombie types * Horde 2 Game diff --git a/scripts/Customize/CustomScripts.cs b/scripts/Customize/CustomScripts.cs index 2d3d3a3..287b735 100644 --- a/scripts/Customize/CustomScripts.cs +++ b/scripts/Customize/CustomScripts.cs @@ -11,15 +11,15 @@ //Add custom chat commands here! //I've included a little sample command (in comments) -function parseCustomCommands(%sender, %command, %args) { - switch$(strLwr(%command)) { //CAUTION! Note the strlwr here! that means your command must show in lowercase in each case "": statement +//function parseCustomCommands(%sender, %command, %args) { +// switch$(strLwr(%command)) { //CAUTION! Note the strlwr here! that means your command must show in lowercase in each case "": statement //case "samplecommand": // %arg1 = getWord(%args, 0); // %arg2 = getWord(%args, 1) // //Do stuff here! - // return 1; //return 1; - Command executed correctly - } -} + // return 1; //return 1; - Command executed correctly\ +// default: +// } +//} //make sure you add all of your commands to the list by doing this: -//addCMD("Custom", "sampleCommand", "Usage: /sampleCommand [arg1] [arg2]: Sample command ftw! people see this when they type /cmdHelp sampleCommand."); - +//addCMD("Custom", "sampleCommand", "Usage: /sampleCommand [arg1] [arg2]: Sample command ftw! people see this when they type /cmdHelp sampleCommand."); \ No newline at end of file