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synced 2026-01-19 19:44:47 +00:00
Bug Fixes
Some bug fixes from the playtest from earlier.
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@ -113,7 +113,7 @@ function UpdateClientRank(%client) {
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%newMillions = %scriptController.millionxp + %millions;
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%scriptController.millionxp = %newMillions;
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%scriptController.xp += %newNonMillions;
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%scriptController.xp = %newNonMillions;
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//End
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checkForXPAwards(%client);
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%j = $Rank::RankCount;
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@ -36,14 +36,14 @@ $Zombie::TypeInfectedMultiplier[1] = 1.5;
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//$Zombie::BaseSpeed: The default speed setting on zombies, any zombie that does not have a TypeSpeed var. set will default to the BaseSpeed
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// Be mindful of the $Zombie::SpeedUpdateTime[#] value when tuning, these two numbers augment closely so you need to be careful on tweaking
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$Zombie::BaseSpeed = 150;
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$Zombie::BaseSpeed = 750;
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//$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[2] = 1500;
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$Zombie::TypeSpeed[3] = 4000;
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$Zombie::TypeSpeed[4] = 240;
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$Zombie::TypeSpeed[4] = 1200;
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$Zombie::TypeSpeed[5] = 1500;
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$Zombie::TypeSpeed[6] = 1200;
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$Zombie::TypeSpeed[11] = 240;
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$Zombie::TypeSpeed[11] = 1200;
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//$Zombie::BaseJumpCooldown: The time zombies must elapse before jumping / lunging
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$Zombie::BaseJumpCooldown = 1500;
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@ -53,13 +53,6 @@ $Zombie::SpeedMultiplier[2] = 0.6;
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$Zombie::SpeedMultiplier[3] = 0.8;
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$Zombie::SpeedMultiplier[4] = 0.75;
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//$Zombie::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::SpeedUpdateTime[5] = 500;
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$Zombie::SpeedUpdateTime[6] = 500;
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//$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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@ -410,7 +403,7 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
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return;
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}
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//
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if(!isSet(%arg2)) {
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if(%arg2 $= "") {
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%tPos = TWM2Lib_MainControl("RMPG");
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}
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else {
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@ -418,8 +411,8 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
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}
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//
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%vec = vectorNormalize(vectorSub(%tPos, %arg1.getWorldBoxCenter()));
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%vx = getWord(%vector, 0);
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%vy = getWord(%vector, 1);
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%vx = getWord(%vec, 0);
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%vy = getWord(%vec, 1);
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%nvx = %vy;
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%nvy = (%vx * -1);
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%lookVector = %nvx @ " " @ %nvy @ " " @ 0;
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@ -693,10 +686,10 @@ function TWM2Lib_Zombie_Core(%functionName, %arg1, %arg2, %arg3, %arg4) {
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}
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//Define Speed Parameters
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%zombie.speed = TWM2Lib_Zombie_Core("defineZSpeed", %spawnType);
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if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) {
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%zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime;
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}
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%zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType];
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//if(!isSet($Zombie::SpeedUpdateTime[%spawnType])) {
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// %zombie.updateTimeFrequency = $Zombie::BaseSpeedUpdateTime;
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//}
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//%zombie.updateTimeFrequency = $Zombie::SpeedUpdateTime[%spawnType];
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//Define Damage Parameters
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if(!isSet($Zombie::InfectOnCollide[%spawnType])) {
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%zombie.damage_infectOnTouch = true;
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@ -111,7 +111,7 @@ function ZombieArmor::Move(%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.updateTimeFrequency, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
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%zombie.zombieRmove = schedule(500, %zombie, "TWM2Lib_Zombie_Core", "zRandomMoveLoop", %zombie);
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}
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%zombie.moveloop = %datablock.schedule(%zombie.updateTimeFrequency, "Move", %zombie);
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%zombie.moveloop = %datablock.schedule(500, "Move", %zombie);
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}
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@ -706,13 +706,13 @@ function InventoryScreen::updateHud( %this, %client, %tag ) {
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}
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if ( !($InvBanList[%cmt, %WInv]) ) {
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if ( %notFound && %weaponList $= "" ) {
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%useCode = CanUseWeapon(%client, %WInv.Image);
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%useCode = CanUseWeapon(%WInv.Image, %client);
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if(%useCode == 1) {
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%weaponList = $InvWeapon[%y];
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}
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}
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else if ( %notFound ) {
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%useCode = CanUseWeapon(%client, %WInv.Image);
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%useCode = CanUseWeapon(%WInv.Image, %client);
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if(%useCode == 1) {
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%weaponList = %weaponList TAB $InvWeapon[%y];
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}
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@ -732,7 +732,7 @@ function InventoryScreen::updateHud( %this, %client, %tag ) {
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for ( %y = 0; $InvPistol[%y] !$= ""; %y++ ) {
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%PistolInv = $NameToInv[$InvPistol[%y]];
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if ( ( $InvPistol[%y] !$= %client.favorites[getField( %client.pistolIndex, 0 )]) && !($InvBanList[%cmt, %PistolInv])) {
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%useCode = CanUseWeapon(%client, %PistolInv.Image);
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%useCode = CanUseWeapon(%PistolInv.Image, %client);
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if(%useCode == 1) {
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%pistolList = %pistolList TAB $InvPistol[%y];
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}
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@ -751,7 +751,7 @@ function InventoryScreen::updateHud( %this, %client, %tag ) {
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for ( %y = 0; $InvMelee[%y] !$= ""; %y++ ) {
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%meleeInv = $NameToInv[$InvMelee[%y]];
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if ( ( $InvMelee[%y] !$= %client.favorites[getField( %client.meleeIndex, 0 )]) && %armor.max[%meleeInv] && !($InvBanList[%cmt, %meleeInv])) {
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%useCode = CanUseWeapon(%client, %meleeInv.Image);
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%useCode = CanUseWeapon(%meleeInv.Image, %client);
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if(%useCode == 1) {
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%meleeList = %meleeList TAB $InvMelee[%y];
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}
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