Bug Fixes

Some bug fixes from the playtest from earlier.
This commit is contained in:
Robert Fritzen 2017-12-23 14:04:43 -06:00
parent f5160868da
commit 8f2a904135
4 changed files with 18 additions and 25 deletions

View file

@ -113,7 +113,7 @@ function UpdateClientRank(%client) {
%newMillions = %scriptController.millionxp + %millions;
%scriptController.millionxp = %newMillions;
%scriptController.xp += %newNonMillions;
%scriptController.xp = %newNonMillions;
//End
checkForXPAwards(%client);
%j = $Rank::RankCount;

View file

@ -36,14 +36,14 @@ $Zombie::TypeInfectedMultiplier[1] = 1.5;
//$Zombie::BaseSpeed: The default speed setting on zombies, any zombie that does not have a TypeSpeed var. set will default to the BaseSpeed
// Be mindful of the $Zombie::SpeedUpdateTime[#] value when tuning, these two numbers augment closely so you need to be careful on tweaking
$Zombie::BaseSpeed = 150;
$Zombie::BaseSpeed = 750;
//$Zombie::TypeSpeed[#]: The speed of a specific zombie type instance, overrides BaseSpeed for that specific type
$Zombie::TypeSpeed[2] = 300;
$Zombie::TypeSpeed[2] = 1500;
$Zombie::TypeSpeed[3] = 4000;
$Zombie::TypeSpeed[4] = 240;
$Zombie::TypeSpeed[4] = 1200;
$Zombie::TypeSpeed[5] = 1500;
$Zombie::TypeSpeed[6] = 1200;
$Zombie::TypeSpeed[11] = 240;
$Zombie::TypeSpeed[11] = 1200;
//$Zombie::BaseJumpCooldown: The time zombies must elapse before jumping / lunging
$Zombie::BaseJumpCooldown = 1500;
@ -53,13 +53,6 @@ $Zombie::SpeedMultiplier[2] = 0.6;
$Zombie::SpeedMultiplier[3] = 0.8;
$Zombie::SpeedMultiplier[4] = 0.75;
//$Zombie::BaseSpeedUpdateTime: How long (in ms) between each zombie update. The lower the number, the smoother the movement, but the more processing needed
$Zombie::BaseSpeedUpdateTime = 100;
//$Zombie::SpeedUpdateTime[#]: An override to the base update type, use for specific types that need slower or faster processing between AI steps
$Zombie::SpeedUpdateTime[3] = 500;
$Zombie::SpeedUpdateTime[5] = 500;
$Zombie::SpeedUpdateTime[6] = 500;
//$Zombie::LungeDistance: How far (m) a zombie must be to lunge at a target
$Zombie::LungeDistance = 10;
@ -410,7 +403,7 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
return;
}
//
if(!isSet(%arg2)) {
if(%arg2 $= "") {
%tPos = TWM2Lib_MainControl("RMPG");
}
else {
@ -418,8 +411,8 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
}
//
%vec = vectorNormalize(vectorSub(%tPos, %arg1.getWorldBoxCenter()));
%vx = getWord(%vector, 0);
%vy = getWord(%vector, 1);
%vx = getWord(%vec, 0);
%vy = getWord(%vec, 1);
%nvx = %vy;
%nvy = (%vx * -1);
%lookVector = %nvx @ " " @ %nvy @ " " @ 0;
@ -693,10 +686,10 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
}
//Define Speed Parameters
%zombie.speed = TWM2Lib_Zombie_Core("defineZSpeed", %spawnType);
if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) {
%zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime;
}
%zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType];
//if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) {
// %zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime;
//}
//%zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType];
//Define Damage Parameters
if(!isSet($Zombie::InfectOnCollide[%spawnType])) {
%zombie.damage_infectOnTouch = true;

View file

@ -111,7 +111,7 @@ function ZombieArmor::Move(%datablock, %zombie) {
}
else if(%zombie.hastarget == 1) {
%zombie.hastarget = 0;
%zombie.zombieRmove = schedule(%zombie.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
%zombie.zombieRmove = schedule(500, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
}
%zombie.moveloop = %datablock.schedule(%zombie.updateTimeFrequency, "Move", %zombie);
%zombie.moveloop = %datablock.schedule(500, "Move", %zombie);
}

View file

@ -706,13 +706,13 @@ function InventoryScreen::updateHud( %this, %client, %tag ) {
}
if ( !($InvBanList[%cmt, %WInv]) ) {
if ( %notFound && %weaponList $= "" ) {
%useCode = CanUseWeapon(%client, %WInv.Image);
%useCode = CanUseWeapon(%WInv.Image, %client);
if(%useCode == 1) {
%weaponList = $InvWeapon[%y];
}
}
else if ( %notFound ) {
%useCode = CanUseWeapon(%client, %WInv.Image);
%useCode = CanUseWeapon(%WInv.Image, %client);
if(%useCode == 1) {
%weaponList = %weaponList TAB $InvWeapon[%y];
}
@ -732,7 +732,7 @@ function InventoryScreen::updateHud( %this, %client, %tag ) {
for ( %y = 0; $InvPistol[%y] !$= ""; %y++ ) {
%PistolInv = $NameToInv[$InvPistol[%y]];
if ( ( $InvPistol[%y] !$= %client.favorites[getField( %client.pistolIndex, 0 )]) && !($InvBanList[%cmt, %PistolInv])) {
%useCode = CanUseWeapon(%client, %PistolInv.Image);
%useCode = CanUseWeapon(%PistolInv.Image, %client);
if(%useCode == 1) {
%pistolList = %pistolList TAB $InvPistol[%y];
}
@ -751,7 +751,7 @@ function InventoryScreen::updateHud( %this, %client, %tag ) {
for ( %y = 0; $InvMelee[%y] !$= ""; %y++ ) {
%meleeInv = $NameToInv[$InvMelee[%y]];
if ( ( $InvMelee[%y] !$= %client.favorites[getField( %client.meleeIndex, 0 )]) && %armor.max[%meleeInv] && !($InvBanList[%cmt, %meleeInv])) {
%useCode = CanUseWeapon(%client, %meleeInv.Image);
%useCode = CanUseWeapon(%meleeInv.Image, %client);
if(%useCode == 1) {
%meleeList = %meleeList TAB $InvMelee[%y];
}