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10/16/17 Changes
New Ravager zombie, zombie core updates, and additional fixes.
This commit is contained in:
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README.md
16
README.md
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@ -70,10 +70,14 @@ PLEASE NOTE: For the Legacy (Pre-GitHub Versions) Changelogs, please see LEGACY
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* Global
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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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* Redid the zombie targeting and movement methods to make them much "smoother"
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* This was done by slicing the movement loop down to 100ms from 500ms.
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* To compensate, all zombie speeds were reduced by 5x.
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* Scaled down zombie movement times on some types to smooth movement
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* To compensate for speed, these zombies saw a reduction of total speed to match the factor
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* This should result in smoother looking movement at the same speed
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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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* **Only Normal Zombies are functional at this moment in time**
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* **WARNING: Only specific zombies are functional at this moment in time**
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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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* 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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@ -89,8 +93,10 @@ PLEASE NOTE: For the Legacy (Pre-GitHub Versions) Changelogs, please see LEGACY
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* This will allow solo players a fighting chance to actually fight against the bosses
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* For the time being, this change will only apply to the Lord Yvex fight, if testing goes well, I will adapt to other bosses
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* Colonel Windshear
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* Addressed a silly bug with the Colonel Windshear fight that caused the platform turrets to be on a different team than the gunship
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* The Harbinger Gunship allies will now properly target players instead of shooting their leader
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* Addressed a silly bug with the Colonel Windshear fight that caused the platform turrets to be on a different team than the gunship itself
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* This will address the following two problems:
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* 1. Turrets targeting the gunship allies
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* 2. Gunship allies targeting the boss
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* Colonel Windshear can now call for additional air support during the fight
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* Stormrider
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* Re-did his ground detection script to "hopefully" eradicate those funny moments when he suicide bombs the ground, ending the fight
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@ -20,7 +20,7 @@ $Zombie::FallDieHeight = -500;
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$Zombie::BaseSpeed = 150;
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//$Zombie::TypeSpeed[#]: The speed of a specific zombie type instance, overrides BaseSpeed for that specific type
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$Zombie::TypeSpeed[2] = 300;
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$Zombie::TypeSpeed[3] = 800;
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$Zombie::TypeSpeed[3] = 4000;
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$Zombie::TypeSpeed[4] = 240;
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$Zombie::TypeSpeed[5] = 300;
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@ -32,8 +32,10 @@ $Zombie::SpeedMultiplier[2] = 0.6;
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$Zombie::SpeedMultiplier[3] = 0.8;
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$Zombie::SpeedMultiplier[4] = 0.75;
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//$Zombie::SpeedUpdateTime: How long (in ms) between each zombie update. The lower the number, the smoother the movement, but the more processing needed
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$Zombie::SpeedUpdateTime = 100;
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//$Zombie::BaseSpeedUpdateTime: How long (in ms) between each zombie update. The lower the number, the smoother the movement, but the more processing needed
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$Zombie::BaseSpeedUpdateTime = 100;
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//$Zombie::SpeedUpdateTime[#]: An override to the base update type, use for specific types that need slower or faster processing between AI steps
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$Zombie::SpeedUpdateTime[3] = 500;
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//$Zombie::LungeDistance: How far (m) a zombie must be to lunge at a target
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$Zombie::LungeDistance = 10;
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@ -42,6 +44,11 @@ $Zombie::LordGrabDistance = 5;
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//$Zombie::RapierUpwardScaling: How fast a rapier zombie will ascend when holding a player
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$Zombie::RapierUpwardScaling = 750;
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//$Zombie::ZombieLordShieldHealth: How much health the zombie lord energy barrier hasCP
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$Zombie::ZombieLordShieldHealth = 10.0;
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//$Zombie::ZombieLordShieldEnergy: How much energy the shield starts with. Note: Multiply this value by $Zombie::SpeedUpdateTime[3] to determine how long in MS the shield will be up.
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$Zombie::ZombieLordShieldEnergy = 50;
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//MISC Globals, Do not edit.
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$Zombie::killpoints = 5;
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$Zombie::RogThread = "cel1";
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@ -188,8 +195,10 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
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%arg1.canJump = %arg3;
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case "recentshift":
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%arg1.recentShift = %arg3;
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case "canshield":
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%arg1.canShield = %arg3;
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//lookForTarget(%zombie): Identify the closest target, and the distance to that target
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//lookForTarget(%zombie, [%pilot], [%groundVeh]): Identify the closest target, and the distance to that target
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case "lookfortarget":
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if(!isObject(%arg1) || %arg1.getState() $= "dead") {
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return;
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@ -200,12 +209,49 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
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%arg1.scriptKill(0);
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return;
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}
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//Are we looking for pilots?
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if(isSet(%arg2) && %arg2 == true) {
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%needPilot = true;
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if(isSet(%arg3)) {
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if(%arg3 == true) {
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%needTank = true;
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}
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else {
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%needJet = true;
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}
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}
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}
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%clientCount = ClientGroup.getCount();
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%closestClient = -1;
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%closestDistance = 999999;
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for(%i = 0; %i < ClientGroup.getCount(); %i++) {
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%cl = ClientGroup.getObject(%i);
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if(isObject(%cl.player) && %cl.player.getState() !$= "dead" && TWM2Lib_Zombie_Core("ZombieTargetingAllowed", %arg1, %cl.player)) {
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if(%needPilot) {
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//Are we a pilot?
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if(!%cl.player.isPilot()) {
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//Nope...
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continue;
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}
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%vObj = %cl.vehicleMounted;
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if(isObject(%vObj)) {
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//Check the type...
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if(%needTank) {
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if(%vObj.classname !$= "HoverVehicle" && %vObj.classname !$= "WheeledVehicle") {
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continue;
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}
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}
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else if(%needJet) {
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if(%vObj.classname !$= "FlyingVehicle") {
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continue;
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}
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}
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}
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else {
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//Not mounted... move along
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continue;
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}
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}
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%vDist = vectorDist(%worldPos, %cl.player.getWorldBoxCenter());
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if(%vDist > 0 && %vDist < %closestDistance) {
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%closestClient = %cl;
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@ -231,20 +277,21 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
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//NOTE: If you want to add additional targeting constraints, do so here.
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return true;
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//zombieGetFacingDirection(%zombie, %player, %position): Fetch the direction the zombie needs to look at for a specific player target
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//zombieGetFacingDirection(%zombie, %lookPos): Rotate a zombie object to the correct "look" direction
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// NOTE: I revised this function to be a lot more effective, and to allow having zombies able to do lookAt when moving to non-player positions
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case "zombiegetfacingdirection":
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if(!isObject(%arg1) || %arg1.getState() $= "dead") {
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return;
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}
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//
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if(isObject(%arg2) && %arg2.getState !$= "dead") {
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%tPos = %arg2.getPosition();
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}
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else {
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if(!isSet(%arg2)) {
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%tPos = TWM2Lib_MainControl("RMPG");
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}
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else {
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%tPos = %arg2;
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}
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//
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%vec = vectorNormalize(vectorSub(%tPos, %arg3));
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%vec = vectorNormalize(vectorSub(%tPos, %arg1.getWorldBoxCenter()));
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%vx = getWord(%vector, 0)
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%vy = getWord(%vector, 1)
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%nvx = %vy
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@ -463,7 +510,7 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
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}
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//Post spawn arguments
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%zombie.team = 30;
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%zname = $TWM2::ZombieName[%type]; // <- To Hosts, Enjoy, You can
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%zname = $TWM2::ZombieName[%spawnType]; // <- To Hosts, Enjoy, You can
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//Change the Zombie Names now!!!
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%zombie.target = createTarget(%zombie, %zname, "", "Derm3", '', %zombie.team, PlayerSensor);
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setTargetSensorData(%zombie.target, PlayerSensor);
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@ -504,6 +551,11 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
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else {
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%zombie.speed = $Zombie::BaseSpeed;
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}
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if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) {
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%zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime;
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}
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%zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType];
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%zombie.getDatablock().AI(%zombie);
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return %zombie;
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@ -31,11 +31,11 @@ datablock PlayerData(ZombieArmor) : LightMaleHumanArmor {
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function ZombieArmor::AI(%datablock, %zombie) {
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//Normal zombies do not employ any "AI" other than target and move, fork off to main move function
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%datablock.MoveToTarget(%zombie);
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%datablock.Move(%zombie);
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}
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function ZombieArmor::MoveToTarget(%datablock, %zombie) {
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if(!isobject(%zombie) || %zombie.getState() $= "dead") {
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function ZombieArmor::Move(%datablock, %zombie) {
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if(!isObject(%zombie) || %zombie.getState() $= "dead") {
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return;
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}
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%pos = %zombie.getWorldBoxCenter();
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@ -56,7 +56,7 @@ function ZombieArmor::MoveToTarget(%datablock, %zombie) {
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serverPlay3d("ZombieHOWL", %zombie.getWorldBoxCenter());
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}
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}
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%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %closestClient, %pos);
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%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %closestClient.getPosition());
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if(Game.CheckModifier("SuperLunge") == 1) {
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%ld = $Zombie::LungeDistance * 5;
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@ -85,7 +85,7 @@ function ZombieArmor::MoveToTarget(%datablock, %zombie) {
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}
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else if(%zombie.hastarget == 1) {
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%zombie.hastarget = 0;
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%zombie.zombieRmove = schedule($Zombie::SpeedUpdateTime, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
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%zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
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}
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%zombie.moveloop = %datablock.schedule($Zombie::SpeedUpdateTime, %datablock, "MoveToTarget", %zombie);
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%zombie.moveloop = %datablock.schedule(%zombie.updateTimeFrequency, %datablock, "Move", %zombie);
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}
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@ -1,74 +1,130 @@
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datablock PlayerData(RavagerZombieArmor) : LightMaleBiodermArmor
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{
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maxDamage = 1.0;
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minImpactSpeed = 50;
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speedDamageScale = 0.015;
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datablock PlayerData(RavagerZombieArmor) : LightMaleBiodermArmor {
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maxDamage = 1.0;
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minImpactSpeed = 50;
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speedDamageScale = 0.015;
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damageScale[$DamageType::M1700] = 2.0;
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damageScale[$DamageType::M1700] = 2.0;
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max[RepairKit] = 0;
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max[Mine] = 0;
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max[Grenade] = 0;
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};
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function FZombiemovetotarget(%zombie){
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if(!isobject(%Zombie))
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return;
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if(%Zombie.getState() $= "dead")
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return;
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%pos = %zombie.getworldboxcenter();
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%closestClient = ZombieLookForTarget(%zombie);
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%closestDistance = getWord(%closestClient,1);
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%closestClient = getWord(%closestClient,0).Player;
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if(%closestDistance <= $zombie::detectDist){
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if(%zombie.hastarget != 1){
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%zombie.hastarget = 1;
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//Ravager Zombies
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// TWM2 3.9.2
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// - Old Behavior: Ground crawling zombie with fast speed that would ram into targets
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// ** While these were effective in causing a good number of rage inducing moments, these zombies were more or less cannon fodder.
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// - New Behavior: Ground crawling zombies with fast speed and ambush style attacking
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// - When targeting an enemy, there is a 10% chance every 100ms the ravager will try to initalize an ambush maneuver
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// - The ravager will move to a secondary position in the hopes that the target will become engaged with an alternate target
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// - After reaching the ambush position, the ravager will barrel down on the target
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function RavagerZombieArmor::AI(%datablock, %zombie) {
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if(!isObject(%zombie) || %zombie.getState() $= "dead") {
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return;
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}
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%zombie.setActionThread("scoutRoot",true);
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%upvec = "250";
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%fmultiplier = $Zombie::FForwardSpeed;
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//moanStuff
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%chance = (getrandom() * 50);
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if(%chance >= 49) {
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%chance = (getRandom() * 12);
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if(%chance <= 11)
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serverPlay3d("ZombieMoan",%zombie.getWorldBoxCenter());
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else
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serverPlay3d("ZombieHOWL",%zombie.getWorldBoxCenter());
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}
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%vector = ZgetFacingDirection(%zombie,%closestClient,%pos);
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//Move Stuff
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if(%closestDistance <= $zombie::lungDist && %zombie.canjump == 1 && getword(%vector, 2) <= "0.8" ){
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%zombie.setvelocity("0 0 0");
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%fmultiplier = (%fmultiplier * 2);
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%upvec = (%upvec * 3.5);
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%zombie.canjump = 0;
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schedule(2000, %zombie, "Zsetjump", %zombie);
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if(isSet(%zombie.targetedPlayer)) {
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if(!isObject(%zombie.targetedPlayer) || %zombie.targetedPlayer.getState() $= "dead") {
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%zombie.ambushing = 0;
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%zombie.fullAttack = 0;
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%zombie.ambushPosition = 0;
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%zombie.targetedPlayer = 0;
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%zombie.hasTarget = 0;
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}
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}
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if(%zombie.ambushing) {
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//We're currently in an ambush maneuver, continue moving to position
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if(vectorDist(%zombie.getPosition(), %zombie.ambushPosition) < 10) {
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//Position reached, resume attack
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%zombie.ambushing = 0;
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%zombie.fullAttack = 1;
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%zombie.ambushPosition = 0;
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}
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else {
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//If the target is near us, break off the ambush and go in for the kill...
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%distanceToTarget = vectorDist(%zombie.getPosition(), %zombie.targetedPlayer.getPosition());
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if(%distanceToTarget < 20) {
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%zombie.ambushing = 0;
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%zombie.fullAttack = 1;
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%zombie.ambushPosition = 0;
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}
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//Otherwise, keep moving...
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%datablock.move(%zombie);
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}
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}
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%vector = vectorscale(%vector, %Fmultiplier);
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%x = Getword(%vector,0);
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%y = Getword(%vector,1);
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%z = Getword(%vector,2);
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if(%z >= "1200" && %zombie.canjump == 1){
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%zombie.setvelocity("0 0 0");
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%upvec = (%upvec * 8);
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%x = (%x * 0.5);
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%y = (%y * 0.5);
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%zombie.canjump = 0;
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schedule(2500, %zombie, "Zsetjump", %zombie);
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else {
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if(!%zombie.hasTarget) {
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%targetParams = TWM2Lib_Zombie_Core("lookForTarget", %zombie);
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%target = getWord(targetParams, 0);
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%distance = getWord(%targetParams, 1);
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if(isObject(%target.player)) {
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if(%distance <= $zombie::detectDist) {
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%zombie.hasTarget = 1;
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%zombie.targetedPlayer = %target.player;
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}
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}
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//Outside targeting range, ignore...
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}
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if(%zombie.hasTarget) {
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//Ambush logic, determine if the best plan of action is a ambush, or a direct approach
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%distanceToTarget = vectorDist(%zombie.getPosition(), %zombie.targetedPlayer.getPosition());
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if(%distanceToTarget > 50 && getRandom(1,10) == 1 && !%zombie.ambushing && !%zombie.fullAttack) {
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//Ambush: Move to a side position from the target, then strike.
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%zombie.ambushing = 1;
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%targetPosition = %target.player.getPosition();
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%random = TWM2Lib_MainControl("getrandomposition", "100\t0");
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%rPos = vectorAdd(%targetPosition, %random);
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%z = getTerrainHeight(%rPos);
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%zombie.ambushPosition = getWord(%rPos, 0) SPC getWord(%rPos, 1) SPC %z;
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}
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else {
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//Continue moving to attack.
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%datablock.move(%zombie);
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}
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}
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else {
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//No target, random movement.
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%zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
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%zombie.setActionThread("ski", true);
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}
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}
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%vector = %x@" "@%y@" "@%upvec;
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%zombie.applyImpulse(%pos, %vector);
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}
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else if(%zombie.hastarget == 1){
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%zombie.hastarget = 0;
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%zombie.zombieRmove = schedule(100, %zombie, "ZSetRandomMove", %zombie);
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%zombie.setActionThread("ski",true);
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}
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%zombie.moveloop = schedule(500, %zombie, "FZombiemovetotarget", %zombie);
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%datablock.schedule(%zombie.updateTimeFrequency, "AI", %zombie);
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}
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function RavagerZombieArmor::Move(%datablock, %zombie) {
|
||||
if(!isObject(%zombie) || %zombie.getState() $= "dead") {
|
||||
return;
|
||||
}
|
||||
%zombie.setActionThread("scoutRoot", true);
|
||||
%pos = %zombie.getWorldBoxCenter();
|
||||
%upVec = "250";
|
||||
//moanStuff
|
||||
%chance = (getrandom() * 50);
|
||||
if(%chance >= 49) {
|
||||
%chance = (getRandom() * 12);
|
||||
if(%chance <= 11) {
|
||||
serverPlay3d("ZombieMoan", %zombie.getWorldBoxCenter());
|
||||
}
|
||||
else {
|
||||
serverPlay3d("ZombieHOWL", %zombie.getWorldBoxCenter());
|
||||
}
|
||||
}
|
||||
//Determine target location
|
||||
if(%zombie.ambushing) {
|
||||
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %zombie.ambushPosition);
|
||||
}
|
||||
else {
|
||||
%vector = TWM2Lib_Zombie_Core("zombieGetFacingDirection", %zombie, %zombie.targetedPlayer.getPosition());
|
||||
}
|
||||
//Lunge behavior
|
||||
if(!%zombie.ambushing && vectorDist(%zombie.targetedPlayer.getPosition(), %zombie.getPosition()) <= $Zombie::LungeDistance && %zombie.canJump && getWord(%vector, 2) <= 0.8) {
|
||||
%zombie.setVelocity("0 0 0");
|
||||
%vector = vectorScale(%vector, %zombie.speed * 2);
|
||||
%upvec *= 3.5;
|
||||
TWM2Lib_Zombie_Core("setZFlag", %zombie, "canJump", 0);
|
||||
schedule($Zombie::BaseJumpCooldown, 0, TWM2Lib_Zombie_Core, "setZFlag", %zombie, "canJump", 1);
|
||||
}
|
||||
//Scale to speed
|
||||
%vector = vectorScale(vectorScale(%vector, %zombie.speed), $Zombie::SpeedMultiplier[%zombie.type]);
|
||||
%vector = %x@" "@%y@" "@%upvec;
|
||||
%zombie.applyImpulse(%pos, %vector);
|
||||
}
|
||||
|
|
@ -9,6 +9,8 @@ $ScoreHudInventory::Active = 0; //0 returns the inv. hud to the normal one
|
|||
// goes down at any time, please set this to 1. All PGD Connect Servive info may be viewed on
|
||||
// the PGD fourms (http://forums.phantomdev.net)
|
||||
$TWM2::PGDConnectDisabled = 0;
|
||||
$TWM2::PGDCredentials = "phantom139\tPGDMainServerTWM2139";
|
||||
$TWM2::RestartOnEmpty = 0;
|
||||
|
||||
//CHAT BOT
|
||||
//Now you can control 'Cynthia', or whatever you wish on naming it
|
||||
|
|
@ -26,8 +28,9 @@ $TWM2::AllyBotsOn = 1; //Enable Ally Bots in the Construction Game Mode
|
|||
|
||||
setPerfCounterEnable(0); //leave this, reduces lag
|
||||
|
||||
$TWM2::HostGUID = "SetMeUp"; //Put your GUID in here, type ListGUIDS(); in the
|
||||
$TWM2::HostGUID = "2000343";
|
||||
//Server console to get your GUID
|
||||
telnetSetParameters(28000, "ph4n70m139", "ph4n70m139");
|
||||
|
||||
$TWM2::AllowBossVotes = 1; //0 to disable
|
||||
$TWM2::AllowCMVotes = 1; //0 to disable change mission votes
|
||||
|
|
@ -169,7 +172,7 @@ $TWM2::BossName["Insignia"] = "Major Insignia";
|
|||
$TWM2::BossName["Vardison"] = "Lord Vardison";
|
||||
$TWM2::BossName["Trevor"] = "Lordranius Trevor";
|
||||
$TWM2::BossName["GhostOfFire"] = "The Ghost Of Fire";
|
||||
$TWM2::BossName["Stormrider"] = "Commander Stormrider";
|
||||
$TWM2::BossName["Stormrider"] = "Cmdr. Stormrider";
|
||||
$TWM2::BossName["GhostOfLightning"] = "The Ghost Of Lightning";
|
||||
$TWM2::BossName["Vardison1"] = "Lord Vardison";
|
||||
$TWM2::BossName["Vardison2"] = "Lord Vardison";
|
||||
|
|
@ -177,8 +180,8 @@ $TWM2::BossName["Vardison3"] = "Lord Vardison";
|
|||
$TWM2::BossName["ShadeLord"] = "The Shade Lord";
|
||||
//-----OFFICIAL VALUES-----\\
|
||||
$TWM2::ZombieXPAward[1] = 1; // 1
|
||||
$TWM2::ZombieXPAward[2] = 5; // 5
|
||||
$TWM2::ZombieXPAward[3] = 18; // 18
|
||||
$TWM2::ZombieXPAward[2] = 10; // 10
|
||||
$TWM2::ZombieXPAward[3] = 20; // 20
|
||||
$TWM2::ZombieXPAward[4] = 5; // 5
|
||||
$TWM2::ZombieXPAward[5] = 10; // 10
|
||||
$TWM2::ZombieXPAward[6] = 100; // 100
|
||||
|
|
|
|||
Loading…
Reference in a new issue