mirror of
https://github.com/PhantomGamesDevelopment/TWM2.git
synced 2026-03-03 20:40:34 +00:00
Minor Adjustments
Removed the rest of the PGD Connect stuff (Did a test run on a server to check). Another quick balance pass on weapons and adjustment to Zombie HP due to a reduction of damage values in many weapons to PvP balance the mod.
This commit is contained in:
parent
52ad2235c7
commit
6070426c06
16 changed files with 82 additions and 66 deletions
27
README.md
27
README.md
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@ -59,7 +59,7 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
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* PGD Connect
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* As I have closed down the Phantom Games Development website, PGD Connect services are no longer active, I have removed all functioning of PGD Connect from the mod to allow users to continue to enjoy TWM2 without requiring this.
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* The Mod Load Menu has been updated, removing old links to PGD and now showing the mod's GitHub Repository Page.
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* The following mod features have been depricated and no longer available due to the removal of PGD Connect:
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* The following mod features have been depricated and are no longer available due to the removal of PGD Connect:
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* Cross-Server Rank Files
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* Cross-Server Buildings
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* Daily Challenges
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@ -71,26 +71,33 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
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* Massive "spring cleaning" of the zombie code files, fixing a bunch of bad coding practices and a few logic errors.
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* Moved all functioning into a core control script, added additional modifiers and flags to grant more customizability to zombies
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* **WARNING: Only specific zombies are functional at this moment in time**
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* Normal
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* Reduced HP from 280 (2.8) to 200 (2.0)
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* Given damage number reductions in a large amount of the mod's arsenal to balance things, zombie HP needed to be cut across the board for the most part.
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* Ravager
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* Ravagers will now perform ambush style attacks on targets, making them much more challenging
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* Increased the XP reward from killing ravager zombies
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* Lord
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* Reduced HP from 1800 (18.0) to 1250 (12.5)
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* Modified the behavior of zombie lords
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* Replaced the acid cannon with an anti-tank photon cannon
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* Zombie lords will now preferential target enemy ground armor before infantry, and engage their photon cannon on targets
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* Zombie lords can now activate a defensive barrier to protect themselves and allies from damage temporarily... enjoy this new rage inducing mechanic :)
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* Replaced the acid cannon with an anti-tank photon cannon
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* Zombie lords will now preferential target enemy ground armor before infantry, and engage their photon cannon on targets
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* Zombie lords can now activate a defensive barrier to protect themselves and allies from damage temporarily... enjoy this new rage inducing mechanic :)
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* Demon
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* Reduced HP from 400 (4.0) to 300 (3.0)
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* Increased resistance to fire damage to 1000% from 3%
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* Demon Zombies now light players on fire instead of infecting them on collision
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* Players will be knocked back with a higher force when hit by demon zombies
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* Air Rapier
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* Modified the damage scalar of missiles to be a OHK on rapier zombies
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* Demon Lord
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* Reduced HP from 900 (9.0) to 750 (7.5)
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* Cleaned up this script file substantially
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* Replaced the standard lunge with a fire lunge which creates a firey explosion on impact
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* Reduced the hit damage of the demon lord from 0.8 to 0.5
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* Demon Lords, like the regular demons will no longer infect on collision, but set the player on fire instead
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* Shifter
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* Reduced HP from 280 (2.8) to 225 (2.25)
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* The change to the shifter teleportation in 3.91 made these zombies ridiculously overpowered, they will be tuned down
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* Increased the maximum targeting range of the teleport attack from 200m to 400m
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* Increased the cooldown of the teleport attack from 7 seconds to 12.5 seconds
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@ -99,7 +106,7 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
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* The sniper zombie is now armed with two new weapons.
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* The first is an acid sniper rifle which infects players on striking
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* The second is a rapid fire sidearm that the sniper will use when targets move too close
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* Reduced the health of Sniper Zombies from 40 (4.0) to 25 (2.5)
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* Reduced the health of Sniper Zombies from 400 (4.0) to 250 (2.5)
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* Added Boss Proficiency
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* Hidden challenges embedded in boss fights that award additional experience for completing tough feats
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* For example: Defeat the shade lord without dying by the elemental shades
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@ -215,11 +222,11 @@ PLEASE NOTE: I've moved all old changelogs into the version_history folder. This
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* Reduced the clip reload time from 5 seconds to 4 seconds
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* Reduced the round rechamber time from 1.1 seconds to 0.9 seconds
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* R700
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* The monstrous R700 sniper rifle has for the most part, gone completely unchallenged since the release of the mod
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* This weapon is about to get a lesson in Newton's Law of Gravity.
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* Changed the projectile type from Tracer to Grenade
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* Bullets will now drop as they travel, reducing the effective range with the same look angle.
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* Players will now need to aim their shots based on distance too.
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* The monstrous R700 sniper rifle has for the most part, gone completely unchallenged since the release of the mod, and it's time for it to be reigned in.
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* Reduced direct impact damage from 0.62 to 0.6
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* Removed the headshot multiplier on the projectile (The weapon still OHK on headshot, but this will affect high-tier PvE combatants)
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* Increased the ammo per clip from 4 to 7
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* The goal of this adjustment pass is to make the R700 a high-end choice in regards to having moderate damage and the largest magazine size, but allow the other two snipers to be competitive in choice.
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* Assault Rifles
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* Assault Rifles have always felt good in TWM2, the strong jack of all trade weapons good for most ranges, while being outperformed in the range of other tools
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* Only minor tweaking is needed here to help some of the unused tools get up to speed
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@ -215,7 +215,7 @@ function PromoteToPrestige(%client) {
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SaveClientFile(%client);
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MessageAll('msgSpecial', "\c5"@%client.namebase@" has promoted to Officer level "@%next@".");
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recordAction(%client, "", ""); //record blank action for the challenges to pick off any officer challenges
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//recordAction(%client, "", ""); //record blank action for the challenges to pick off any officer challenges
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for(%i = %next; %i > 0; %i--) {
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%oChN = "Prestige"@%i;
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@ -86,7 +86,7 @@ function BossCheckUp(%boss, %name) {
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%count = ClientGroup.getCount();
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for(%i = 0; %i < %count; %i++) {
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%cl = ClientGroup.getObject(%i);
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recordAction(%cl, "BOSS", "Vardison1");
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//recordAction(%cl, "BOSS", "Vardison1");
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}
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SpawnVardison2(%boss.getPosition());
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return;
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@ -95,7 +95,7 @@ function BossCheckUp(%boss, %name) {
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%count = ClientGroup.getCount();
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for(%i = 0; %i < %count; %i++) {
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%cl = ClientGroup.getObject(%i);
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recordAction(%cl, "BOSS", "Vardison2");
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//recordAction(%cl, "BOSS", "Vardison2");
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}
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SpawnVardison3(%boss.getPosition());
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return;
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@ -143,7 +143,7 @@ function GameConnection::GiveBossAward(%client, %bossName) {
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%percentage = (%damageCount / %maxHP) * 100;
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if(%percentage > 5) {
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recordAction(%client, "BOSS", %bossName);
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//recordAction(%client, "BOSS", %bossName);
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if(!isSet(%scriptController.bossDefeatCount[%bossName])) {
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%scriptController.bossDefeatCount[%bossName] = 0;
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@ -33,6 +33,5 @@ function LoadClientFile(%client) {
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exec(%file);
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ClientContainer(%client);
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//
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loadChallengeData(%client);
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loadSettings(%client);
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}
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@ -90,7 +90,8 @@ function GetRequiredKills(%client, %streakVal, %plZ) {
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}
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function GameConnection::OnUseKillstreak(%client, %ID) {
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recordAction(%client, "KSCC", %ID@"\t1");
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//TWM2 3.9.2: Depricated, but keeping this callback in case we'd like it in the future.
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//recordAction(%client, "KSCC", %ID@"\t1");
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}
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//Handles Player Based Killstreaks
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@ -370,7 +370,7 @@ function postObjectDestroyed(%source, %targetObject, %dType, %dLoc) {
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}
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}
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//Challenges, Successive Kills, Killstreaks
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doChallengeCheck(%sourceClient, %targetClient);
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//doChallengeCheck(%sourceClient, %targetClient);
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%sourceObject.killsinarow++;
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%sourceObject.killsinarow2++;
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//TWM2 3.2 -> Successive Kills
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@ -391,7 +391,7 @@ function postObjectDestroyed(%source, %targetObject, %dType, %dLoc) {
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}
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}
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//Record Challenge Kill
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doChallengeKillRecording(%sourceObject, %targetObject);
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//doChallengeKillRecording(%sourceObject, %targetObject);
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//martydom
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if(%targetClient !$= "" && %targetClient != 0 && %targetClient.IsActivePerk("Martydom")) {
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serverPlay3d(SatchelChargeActivateSound, %targetObject.getPosition());
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@ -29,7 +29,7 @@ function ResetSuccessive(%player) {
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function DoStreakPrint(%player, %kills, %damageType) {
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%client = %player.client;
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recordAction(%client, "SKSC", %kills@"\t1");
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//recordAction(%client, "SKSC", %kills@"\t1");
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switch(%kills) {
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case 5:
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BottomPrint(%client, "<color:EE0000><Font:Arial Bold:18>KILLING SPREE", 3, 3);
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@ -55,7 +55,7 @@ function DoSuccessivePrint(%player) {
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}
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%client = %player.client;
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messageClient(%client, 'msgSoundFX', "~wfx/misc/MA1.wav");
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recordAction(%client, "SKC", %player.successive@"\t1");
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//recordAction(%client, "SKC", %player.successive@"\t1");
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switch(%player.successive) {
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case 2:
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CenterPrint(%client, "<color:EE0000><Font:Arial Bold:18>DOUBLE KILL", 3, 3);
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@ -2,7 +2,7 @@ $TWM2::ArmorHasCollisionFunction[DemonZombieArmor] = true;
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datablock PlayerData(DemonZombieArmor) : LightMaleHumanArmor {
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boundingBox = "1.63 1.63 2.6";
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maxDamage = 4.0;
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maxDamage = 3.0;
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minImpactSpeed = 35;
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shapeFile = "bioderm_heavy.dts";
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@ -2,7 +2,7 @@ $TWM2::ArmorHasCollisionFunction[DemonMotherZombieArmor] = true;
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datablock PlayerData(DemonMotherZombieArmor) : LightMaleHumanArmor {
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boundingBox = "1.5 1.5 2.6";
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maxDamage = 9.0;
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maxDamage = 7.5;
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minImpactSpeed = 35;
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shapeFile = "medium_female.dts";
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@ -15,7 +15,7 @@ datablock AudioProfile(HZLordFootSound) {
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datablock PlayerData(LordZombieArmor) : HeavyMaleBiodermArmor {
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shapefile = "TR2medium_male.dts";
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mass = 500;
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maxDamage = 18.0;
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maxDamage = 12.5;
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minImpactSpeed = 50;
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speedDamageScale = 0.015;
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boundingBox = "2.9 2.9 4.8";
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@ -10,7 +10,7 @@ datablock PlayerData(ZombieArmor) : LightMaleHumanArmor {
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jumpForce = 14.0 * 90;
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maxDamage = 2.8;
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maxDamage = 2.0;
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minImpactSpeed = 35;
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shapeFile = "bioderm_medium.dts";
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jetEmitter = BiodermArmorJetEmitter;
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@ -10,7 +10,7 @@ datablock PlayerData(ShifterZombieArmor) : LightMaleHumanArmor {
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jumpForce = 14.0 * 90;
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maxDamage = 2.8;
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maxDamage = 2.25;
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minImpactSpeed = 35;
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shapeFile = "bioderm_light.dts";
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jetEmitter = BiodermArmorJetEmitter;
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@ -3,8 +3,7 @@
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// and Modified later by the T2CC
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//-------------------------------------------
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package loadmodinfo
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{
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package loadmodinfo {
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function GetTipMessage() {
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%r = getRandom(1,19);
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@ -52,8 +51,8 @@ package loadmodinfo
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}
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function sendLoadInfoToClient( %client ) {
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Parent::sendLoadInfoToClient(%client);
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schedule(1000, 0, "sendLoadscreen", %client);
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Parent::sendLoadInfoToClient(%client);
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schedule(1000, 0, "sendLoadscreen", %client);
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}
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function sendLoadscreen(%client){
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@ -64,8 +63,7 @@ package loadmodinfo
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messageClient(%client, 'MsgDebriefResult', "", "<Font:Arial Bold:14><Just:CENTER>Total Warfare Mod 2 : Advanced Warfare");
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messageClient(%client, 'MsgDebriefResult', "", "<Font:Arial Bold:14><Just:CENTER>Mod Version: "@$TWM2::ModVersionString);
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%Credits = "\n<Font:Arial:16>Version v"@$TWM2::ModVersionString@"" @
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"\n<Font:Arial:14>TWM 2 Creator (Lead Developer): Phantom139"@
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%Credits = "\n<Font:Arial:14>TWM 2 Creator (Lead Developer): Phantom139"@
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"\n<Font:Arial:14>TWM 2 Co-Devs: Dark Dragon DX, DarknessOfLight, and Signal360"@
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"\n<Font:Arial:14>CCM Developers: Dondelium_X, FalconBlade, and Ur_A_Dum";
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@ -1399,7 +1399,7 @@ datablock PlayerData(LightMaleHumanArmor) : LightPlayerDamageProfile
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max[G41Rifle] = 1;
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max[G41RifleAmmo] = 20;
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max[R700SniperRifle] = 1;
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max[R700SniperRifleAmmo] = 4;
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max[R700SniperRifleAmmo] = 7;
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max[Javelin] = 0;
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max[JavelinAmmo] = 0;
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max[Stinger] = 0;
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@ -2017,7 +2017,7 @@ datablock PlayerData(HeavyMaleHumanArmor) : HeavyPlayerDamageProfile
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max[G41Rifle] = 0;
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max[G41RifleAmmo] = 0;
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max[R700SniperRifle] = 1;
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max[R700SniperRifleAmmo] = 4;
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max[R700SniperRifleAmmo] = 7;
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max[MiniChaingun] = 1;
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max[MiniChaingunAmmo] = 100;
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max[MiniColliderCannon] = 1;
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@ -42,36 +42,52 @@ datablock ParticleEmitterData(R700SmokeEmitter) {
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particles = "R700SmokeParticle";
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};
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datablock GrenadeProjectileData(R700Bullet) {
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projectileShapeName = "weapon_missile_projectile.dts";
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emitterDelay = -1;
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directDamage = 0.62;
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hasDamageRadius = false;
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directDamageType = $DamageType::R700;
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kickBackStrength = 6400;
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bubbleEmitTime = 1.0;
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datablock LinearFlareProjectileData(R700Bullet)
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{
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projectileShapeName = "weapon_missile_projectile.dts";
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scale = "1.0 1.0 1.0";
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faceViewer = true;
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directDamage = 0.6;
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kickBackStrength = 6400;
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radiusDamageType = $DamageType::R700;
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HeadMultiplier = 1.5;
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LegsMultiplier = 0.35;
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LegsMultiplier = 0.35;
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HeadShotKill = 1;
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HeadShotKill = 1;
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ImageSource = "R700SniperRifleImage";
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ImageSource = "R700SniperRifleImage";
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sound = ChaingunProjectile;
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explosion = "ChaingunExplosion";
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underwaterExplosion = "ChaingunExplosion";
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velInheritFactor = 0.5;
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splash = ChaingunSplash;
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explosion = "ChaingunExplosion";
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splash = ChaingunSplash;
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baseEmitter = R700SmokeEmitter;
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bubbleEmitter = R700SmokeEmitter;
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baseEmitter = R700SmokeEmitter;
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grenadeElasticity = 0.35;
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grenadeFriction = 0.2;
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armingDelayMS = 1;
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muzzleVelocity = 2000.00;
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drag = 0.1;
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dryVelocity = 2000.0;
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wetVelocity = 2000.0;
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velInheritFactor = 1.0;
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fizzleTimeMS = 1000;
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lifetimeMS = 1000;
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explodeOnDeath = false;
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reflectOnWaterImpactAngle = 0.0;
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explodeOnWaterImpact = false;
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deflectionOnWaterImpact = 0.0;
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fizzleUnderwaterMS = 3000;
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//activateDelayMS = 100;
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activateDelayMS = -1;
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size[0] = 0.2;
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size[1] = 0.5;
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size[2] = 0.1;
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numFlares = 5; //less flares = less lag
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flareColor = "1 0.18 0.03";
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flareModTexture = "flaremod";
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flareBaseTexture = "flarebase";
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hasLight = true;
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lightRadius = 10.0;
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lightColor = "0.94 0.03 0.12";
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};
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datablock ItemData(R700SniperRifleAmmo) {
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@ -98,7 +114,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
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item = R700SniperRifle;
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ammo = R700SniperRifleAmmo;
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projectile = R700Bullet;
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projectileType = GrenadeProjectile;
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projectileType = LinearFlareProjectile;
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emap = true;
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armThread = looksn;
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@ -108,7 +124,7 @@ datablock ShapeBaseImageData(R700SniperRifleImage) {
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ClipPickupName["R700Clip"] = "A Few Boxes Of R700 Sniper Bullets";
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ShowsClipInHud = 1;
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ClipReloadTime = 7;
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ClipReturn = 4;
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ClipReturn = 7;
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InitialClips = 6;
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//
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//Challenges
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@ -5,11 +5,6 @@ $TWM2::DisabledMissionTypes = ""; //Horde\tHorde4
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$ScoreHudInventory::Active = 0; //0 returns the inv. hud to the normal one
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//This global variable can disable the features of PGD Connect on the server. If the service
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// goes down at any time, please set this to 1. All PGD Connect Servive info may be viewed on
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// the PGD fourms (http://forums.phantomdev.net)
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$TWM2::PGDConnectDisabled = 0;
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$TWM2::PGDCredentials = "";
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$TWM2::RestartOnEmpty = 0;
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//CHAT BOT
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@ -238,10 +233,10 @@ $Host::UseGlobalBanList = 1;
|
|||
|
||||
$TWM2::UseGoreMod = 0; //set this to 1 for bl00d
|
||||
|
||||
$Server::MOTD = "Welcome To Total Warfare Mod 2 : Advanced Warfare, Please Enjoy your time, but behave, Advertisers and spam bots are not accepted here and will be punshised with kick/ban.";
|
||||
$Server::MOTD = "Set a MOTD for the mod's load window and in-game menu here.";
|
||||
|
||||
//This is center printed when a client enters the game window (Observer)
|
||||
$Host::ServerPopup = "<just:center><color:ffffff>http://www.phantomdev.net \n Home of TWM2 \n Hosted by: Phantom139";
|
||||
$Host::ServerPopup = "<just:center><color:ffffff>Place your desired text here";
|
||||
|
||||
$TWM2::FFAMode = 0; // the /tkToggle command Sets This too
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue