This repository was archived by the owner on Jan 5, 2024. It is now read-only.

4zK's content update #3: Base.rte v0.2 - #52

Merged
garethyr merged 31 commits into
developmentfrom
4zk-content
Aug 16, 2020
Merged

4zK's content update #3: Base.rte v0.2#52
garethyr merged 31 commits into
developmentfrom
4zk-content

Conversation

@fourZK

@fourZKfourZK commented Jul 25, 2020

Copy link
Copy Markdown
Contributor

Mostly various minor fixes, but also some new stuff, including:

  • Green Dummy actor
  • AI Box actor (WIP)
  • Background Ladder bunker module
  • Spikes bunker module

In addition, the AI is now smarter and can do the following:

  • Throw grenades as a sneak attack
  • Use Heavy Diggers to breach doors

fourZK added 19 commits July 25, 2020 19:06
…ors are destroyed One Man Army activities, PosRand() function changed to math.random(), removed Difficulty factor from Crab unit spawn method (since it calls for crabs to be spawned even when crab-to-human ratio is zero)
…andomly less while walking, AI uses grenades if in a flanking position, AI only attacks doors if capable of harming them and prefers Heavy Digger for breaching + other minor edits/organization
…tor, no longer relies on filthy Sharpness hack for different modes
MaximDude
MaximDude previously requested changes Aug 2, 2020

@MaximDudeMaximDude left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Great work, just a few minor things.
Didn't really dig into the lua cause that's @garethyr's job.

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/BunkerBits.ini Outdated
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/Spikes/Spikes.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/Ladders.ini Outdated

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I've not yet playtested, I'll have separate comments for that, but this is just lua related comments. You've been making some good use of multiscripts, which I'm a big fan of, and a lot of the comments I've left are suggestions on how you could do even more with them. Lemme know if you've got questions, playtest comments coming soon.

Comment threadBase.rte/AI/HumanBehaviors.lua Outdated
Comment threadBase.rte/AI/HumanFunctions.lua
Comment threadBase.rte/AI/HumanFunctions.lua Outdated
Comment threadBase.rte/AI/NativeHumanAI.lua

Owner:EquipNamedDevice("Medikit", true)
self.useMedikit = true
self.useMedikit = Owner:EquipNamedDevice("Medikit", true)

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would probably be nice to put together some Medical Equipment group or something, and check for that. That way mods can have medikits work properly too. Maybe this isn't so easy though.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I thought of this also, though mods with medikits tend to be actor-specific and might mess up in other ways.

Comment threadBase.rte/Devices/Tools/GrappleGun/Grapple.lua
Comment threadBase.rte/Devices/Tools/Scanner/ScannerHeavy.lua
Comment threadBase.rte/Devices/Weapons/Shotgun/Shotgun.lua Outdated
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);
mo.Vel = mo.Vel + forceVector/massFactor;
mo.AngularVel = mo.AngularVel - forceVector.X/(massFactor + math.abs(mo.AngularVel));
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks like there's some odd whitespace here.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Odd, I don't see anything on my end. Maybe I forgot something.

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like there's a tab between the = and dist instead of a space?

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/LadderBG.lua Outdated
@garethyr

Copy link
Copy Markdown
Contributor

Gameplay comments and thoughts, don't have to all be addressed in this PR and not all are your responsibility:

  1. OMA Diggers only should probably disallow dropships, since their turrets can potentially screw you over
  2. I know they're not your focus, but the various missions should probably have default gold setups as some sort of reasonable baseline.
  3. Not your job at all but we need to change golddig noise. It's kinda awful and everpresent and hogs audio channels like crazy; it probably shouldn't be system sound, it shouldn't play for every pixel of gold dug, and it shouldn't be so loud.
  4. Browncoat longshot is too fast firing. If it's gonna be full sniper range, it shouldn't shoot so quickly.
  5. I'm not sure of the cause, but I got an error at line 9 of the constructor - mo was apparently nil
  6. Banshee HSR is a little too inconsistent. It should probably be buffed in damage, but maybe have lower fire rate or a smaller clip or longer reload.
  7. Medic drones are probably a little OP when used for defence - put 2 of them with a few guys in front and you can pretty much survive til your guns break.
  8. Not really your job but goddamn the craft AI needs some help, particularly rockets. We all know human/crab AI is garbo, but rockets veer so much coming down that ordering them anywhere near each other is suicidal. I wonder if it'd help to give them always on thrusters like dropship to slow their descent, then lower their thruster power so they're less jumpy.
  9. The grappling gun is kinda more wonky to use with your changes imo. It fires when mouse is held so if you're on a gun and it gets destroyed and you auto swap to grappling gun it autofires, which sucks. Also, there's no pie button to detach it, so you have to remember the shortcuts, which I don't think are mentioned anywhere. Also also, there's no shortcut to retract/extend it when it's not the main item, which would be nice. Finally, I don't think it (or scanner) should be 1-handed, I get the idea of letting you use it while shooting, but it just makes cycling through inventory annoying if you have guns and shields and I'd argue that use case doesn't make sense, much less weird to just swap to your gun.
  10. I'm not sure how to reproduce it, might be related to the error I had above, but there was one point where the constructor building was going vertically and had kind of banding, so it was doing disconnected vertical lines to fill in its square.
  11. Green dummy is being used as a combat unit in activities sometimes I think? This isn't great, obviously, cause they're weak as hell.
  12. I'd thought you'd figured out a way to fix ladders, but I was still having issues with them in dummy assault.
  13. Probably more stuff, but this'll do for now.

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One minor lua thing that I'm not sure why you put in.

@@ -1,4 +1,6 @@
--Use this script to display a different sprite frame when facing left, instead of the same sprite mirrored
function Create(self)

@garethyrgarethyrAug 15, 2020

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Kill this off. You shouldn't need this on source dev, if you still do, message me cause that's not good!

@garethyr
garethyr merged commit 4f0b037 into developmentAug 16, 2020
@garethyr
garethyr deleted the 4zk-content branch August 16, 2020 23:57
This was linked to issues Sep 5, 2020
Sign up for freeto subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Add AI Boxes Make diggers better

3 participants

@fourZK@garethyr@MaximDude
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content
This repository was archived by the owner on Jan 5, 2024. It is now read-only.

4zK's content update #3: Base.rte v0.2 - #52

Merged
garethyr merged 31 commits into
developmentfrom
4zk-content
Aug 16, 2020
Merged

4zK's content update #3: Base.rte v0.2#52
garethyr merged 31 commits into
developmentfrom
4zk-content

Conversation

@fourZK

@fourZKfourZK commented Jul 25, 2020

Copy link
Copy Markdown
Contributor

Mostly various minor fixes, but also some new stuff, including:

  • Green Dummy actor
  • AI Box actor (WIP)
  • Background Ladder bunker module
  • Spikes bunker module

In addition, the AI is now smarter and can do the following:

  • Throw grenades as a sneak attack
  • Use Heavy Diggers to breach doors

fourZK added 19 commits July 25, 2020 19:06
…ors are destroyed One Man Army activities, PosRand() function changed to math.random(), removed Difficulty factor from Crab unit spawn method (since it calls for crabs to be spawned even when crab-to-human ratio is zero)
…andomly less while walking, AI uses grenades if in a flanking position, AI only attacks doors if capable of harming them and prefers Heavy Digger for breaching + other minor edits/organization
…tor, no longer relies on filthy Sharpness hack for different modes
MaximDude
MaximDude previously requested changes Aug 2, 2020

@MaximDudeMaximDude left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Great work, just a few minor things.
Didn't really dig into the lua cause that's @garethyr's job.

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/BunkerBits.ini Outdated
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/Spikes/Spikes.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/Ladders.ini Outdated

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I've not yet playtested, I'll have separate comments for that, but this is just lua related comments. You've been making some good use of multiscripts, which I'm a big fan of, and a lot of the comments I've left are suggestions on how you could do even more with them. Lemme know if you've got questions, playtest comments coming soon.

Comment threadBase.rte/AI/HumanBehaviors.lua Outdated
Comment threadBase.rte/AI/HumanFunctions.lua
Comment threadBase.rte/AI/HumanFunctions.lua Outdated
Comment threadBase.rte/AI/NativeHumanAI.lua

Owner:EquipNamedDevice("Medikit", true)
self.useMedikit = true
self.useMedikit = Owner:EquipNamedDevice("Medikit", true)

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would probably be nice to put together some Medical Equipment group or something, and check for that. That way mods can have medikits work properly too. Maybe this isn't so easy though.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I thought of this also, though mods with medikits tend to be actor-specific and might mess up in other ways.

Comment threadBase.rte/Devices/Tools/GrappleGun/Grapple.lua
Comment threadBase.rte/Devices/Tools/Scanner/ScannerHeavy.lua
Comment threadBase.rte/Devices/Weapons/Shotgun/Shotgun.lua Outdated
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);
mo.Vel = mo.Vel + forceVector/massFactor;
mo.AngularVel = mo.AngularVel - forceVector.X/(massFactor + math.abs(mo.AngularVel));
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks like there's some odd whitespace here.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Odd, I don't see anything on my end. Maybe I forgot something.

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like there's a tab between the = and dist instead of a space?

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/LadderBG.lua Outdated
@garethyr

Copy link
Copy Markdown
Contributor

Gameplay comments and thoughts, don't have to all be addressed in this PR and not all are your responsibility:

  1. OMA Diggers only should probably disallow dropships, since their turrets can potentially screw you over
  2. I know they're not your focus, but the various missions should probably have default gold setups as some sort of reasonable baseline.
  3. Not your job at all but we need to change golddig noise. It's kinda awful and everpresent and hogs audio channels like crazy; it probably shouldn't be system sound, it shouldn't play for every pixel of gold dug, and it shouldn't be so loud.
  4. Browncoat longshot is too fast firing. If it's gonna be full sniper range, it shouldn't shoot so quickly.
  5. I'm not sure of the cause, but I got an error at line 9 of the constructor - mo was apparently nil
  6. Banshee HSR is a little too inconsistent. It should probably be buffed in damage, but maybe have lower fire rate or a smaller clip or longer reload.
  7. Medic drones are probably a little OP when used for defence - put 2 of them with a few guys in front and you can pretty much survive til your guns break.
  8. Not really your job but goddamn the craft AI needs some help, particularly rockets. We all know human/crab AI is garbo, but rockets veer so much coming down that ordering them anywhere near each other is suicidal. I wonder if it'd help to give them always on thrusters like dropship to slow their descent, then lower their thruster power so they're less jumpy.
  9. The grappling gun is kinda more wonky to use with your changes imo. It fires when mouse is held so if you're on a gun and it gets destroyed and you auto swap to grappling gun it autofires, which sucks. Also, there's no pie button to detach it, so you have to remember the shortcuts, which I don't think are mentioned anywhere. Also also, there's no shortcut to retract/extend it when it's not the main item, which would be nice. Finally, I don't think it (or scanner) should be 1-handed, I get the idea of letting you use it while shooting, but it just makes cycling through inventory annoying if you have guns and shields and I'd argue that use case doesn't make sense, much less weird to just swap to your gun.
  10. I'm not sure how to reproduce it, might be related to the error I had above, but there was one point where the constructor building was going vertically and had kind of banding, so it was doing disconnected vertical lines to fill in its square.
  11. Green dummy is being used as a combat unit in activities sometimes I think? This isn't great, obviously, cause they're weak as hell.
  12. I'd thought you'd figured out a way to fix ladders, but I was still having issues with them in dummy assault.
  13. Probably more stuff, but this'll do for now.

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One minor lua thing that I'm not sure why you put in.

@@ -1,4 +1,6 @@
--Use this script to display a different sprite frame when facing left, instead of the same sprite mirrored
function Create(self)

@garethyrgarethyrAug 15, 2020

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Kill this off. You shouldn't need this on source dev, if you still do, message me cause that's not good!

@garethyr
garethyr merged commit 4f0b037 into developmentAug 16, 2020
@garethyr
garethyr deleted the 4zk-content branch August 16, 2020 23:57
This was linked to issues Sep 5, 2020
Sign up for freeto subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Add AI Boxes Make diggers better

3 participants

@fourZK@garethyr@MaximDude
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Jan 5, 2024. It is now read-only.

4zK's content update #3: Base.rte v0.2 - #52

Merged
garethyr merged 31 commits into
developmentfrom
4zk-content
Aug 16, 2020
Merged

4zK's content update #3: Base.rte v0.2#52
garethyr merged 31 commits into
developmentfrom
4zk-content

Conversation

@fourZK

@fourZKfourZK commented Jul 25, 2020

Copy link
Copy Markdown
Contributor

Mostly various minor fixes, but also some new stuff, including:

  • Green Dummy actor
  • AI Box actor (WIP)
  • Background Ladder bunker module
  • Spikes bunker module

In addition, the AI is now smarter and can do the following:

  • Throw grenades as a sneak attack
  • Use Heavy Diggers to breach doors

fourZK added 19 commits July 25, 2020 19:06
…ors are destroyed One Man Army activities, PosRand() function changed to math.random(), removed Difficulty factor from Crab unit spawn method (since it calls for crabs to be spawned even when crab-to-human ratio is zero)
…andomly less while walking, AI uses grenades if in a flanking position, AI only attacks doors if capable of harming them and prefers Heavy Digger for breaching + other minor edits/organization
…tor, no longer relies on filthy Sharpness hack for different modes
MaximDude
MaximDude previously requested changes Aug 2, 2020

@MaximDudeMaximDude left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Great work, just a few minor things.
Didn't really dig into the lua cause that's @garethyr's job.

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/BunkerBits.ini Outdated
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/Spikes/Spikes.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/Ladders.ini Outdated

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I've not yet playtested, I'll have separate comments for that, but this is just lua related comments. You've been making some good use of multiscripts, which I'm a big fan of, and a lot of the comments I've left are suggestions on how you could do even more with them. Lemme know if you've got questions, playtest comments coming soon.

Comment threadBase.rte/AI/HumanBehaviors.lua Outdated
Comment threadBase.rte/AI/HumanFunctions.lua
Comment threadBase.rte/AI/HumanFunctions.lua Outdated
Comment threadBase.rte/AI/NativeHumanAI.lua

Owner:EquipNamedDevice("Medikit", true)
self.useMedikit = true
self.useMedikit = Owner:EquipNamedDevice("Medikit", true)

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would probably be nice to put together some Medical Equipment group or something, and check for that. That way mods can have medikits work properly too. Maybe this isn't so easy though.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I thought of this also, though mods with medikits tend to be actor-specific and might mess up in other ways.

Comment threadBase.rte/Devices/Tools/GrappleGun/Grapple.lua
Comment threadBase.rte/Devices/Tools/Scanner/ScannerHeavy.lua
Comment threadBase.rte/Devices/Weapons/Shotgun/Shotgun.lua Outdated
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);
mo.Vel = mo.Vel + forceVector/massFactor;
mo.AngularVel = mo.AngularVel - forceVector.X/(massFactor + math.abs(mo.AngularVel));
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks like there's some odd whitespace here.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Odd, I don't see anything on my end. Maybe I forgot something.

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like there's a tab between the = and dist instead of a space?

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/LadderBG.lua Outdated
@garethyr

Copy link
Copy Markdown
Contributor

Gameplay comments and thoughts, don't have to all be addressed in this PR and not all are your responsibility:

  1. OMA Diggers only should probably disallow dropships, since their turrets can potentially screw you over
  2. I know they're not your focus, but the various missions should probably have default gold setups as some sort of reasonable baseline.
  3. Not your job at all but we need to change golddig noise. It's kinda awful and everpresent and hogs audio channels like crazy; it probably shouldn't be system sound, it shouldn't play for every pixel of gold dug, and it shouldn't be so loud.
  4. Browncoat longshot is too fast firing. If it's gonna be full sniper range, it shouldn't shoot so quickly.
  5. I'm not sure of the cause, but I got an error at line 9 of the constructor - mo was apparently nil
  6. Banshee HSR is a little too inconsistent. It should probably be buffed in damage, but maybe have lower fire rate or a smaller clip or longer reload.
  7. Medic drones are probably a little OP when used for defence - put 2 of them with a few guys in front and you can pretty much survive til your guns break.
  8. Not really your job but goddamn the craft AI needs some help, particularly rockets. We all know human/crab AI is garbo, but rockets veer so much coming down that ordering them anywhere near each other is suicidal. I wonder if it'd help to give them always on thrusters like dropship to slow their descent, then lower their thruster power so they're less jumpy.
  9. The grappling gun is kinda more wonky to use with your changes imo. It fires when mouse is held so if you're on a gun and it gets destroyed and you auto swap to grappling gun it autofires, which sucks. Also, there's no pie button to detach it, so you have to remember the shortcuts, which I don't think are mentioned anywhere. Also also, there's no shortcut to retract/extend it when it's not the main item, which would be nice. Finally, I don't think it (or scanner) should be 1-handed, I get the idea of letting you use it while shooting, but it just makes cycling through inventory annoying if you have guns and shields and I'd argue that use case doesn't make sense, much less weird to just swap to your gun.
  10. I'm not sure how to reproduce it, might be related to the error I had above, but there was one point where the constructor building was going vertically and had kind of banding, so it was doing disconnected vertical lines to fill in its square.
  11. Green dummy is being used as a combat unit in activities sometimes I think? This isn't great, obviously, cause they're weak as hell.
  12. I'd thought you'd figured out a way to fix ladders, but I was still having issues with them in dummy assault.
  13. Probably more stuff, but this'll do for now.

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One minor lua thing that I'm not sure why you put in.

@@ -1,4 +1,6 @@
--Use this script to display a different sprite frame when facing left, instead of the same sprite mirrored
function Create(self)

@garethyrgarethyrAug 15, 2020

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Kill this off. You shouldn't need this on source dev, if you still do, message me cause that's not good!

@garethyr
garethyr merged commit 4f0b037 into developmentAug 16, 2020
@garethyr
garethyr deleted the 4zk-content branch August 16, 2020 23:57
This was linked to issues Sep 5, 2020
Sign up for freeto subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Add AI Boxes Make diggers better

3 participants

@fourZK@garethyr@MaximDude
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Jan 5, 2024. It is now read-only.

4zK's content update #3: Base.rte v0.2 - #52

Merged
garethyr merged 31 commits into
developmentfrom
4zk-content
Aug 16, 2020
Merged

4zK's content update #3: Base.rte v0.2#52
garethyr merged 31 commits into
developmentfrom
4zk-content

Conversation

@fourZK

@fourZKfourZK commented Jul 25, 2020

Copy link
Copy Markdown
Contributor

Mostly various minor fixes, but also some new stuff, including:

  • Green Dummy actor
  • AI Box actor (WIP)
  • Background Ladder bunker module
  • Spikes bunker module

In addition, the AI is now smarter and can do the following:

  • Throw grenades as a sneak attack
  • Use Heavy Diggers to breach doors

fourZK added 19 commits July 25, 2020 19:06
…ors are destroyed One Man Army activities, PosRand() function changed to math.random(), removed Difficulty factor from Crab unit spawn method (since it calls for crabs to be spawned even when crab-to-human ratio is zero)
…andomly less while walking, AI uses grenades if in a flanking position, AI only attacks doors if capable of harming them and prefers Heavy Digger for breaching + other minor edits/organization
…tor, no longer relies on filthy Sharpness hack for different modes
MaximDude
MaximDude previously requested changes Aug 2, 2020

@MaximDudeMaximDude left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Great work, just a few minor things.
Didn't really dig into the lua cause that's @garethyr's job.

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/BunkerBits.ini Outdated
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/Spikes/Spikes.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/Ladders.ini Outdated

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I've not yet playtested, I'll have separate comments for that, but this is just lua related comments. You've been making some good use of multiscripts, which I'm a big fan of, and a lot of the comments I've left are suggestions on how you could do even more with them. Lemme know if you've got questions, playtest comments coming soon.

Comment threadBase.rte/AI/HumanBehaviors.lua Outdated
Comment threadBase.rte/AI/HumanFunctions.lua
Comment threadBase.rte/AI/HumanFunctions.lua Outdated
Comment threadBase.rte/AI/NativeHumanAI.lua

Owner:EquipNamedDevice("Medikit", true)
self.useMedikit = true
self.useMedikit = Owner:EquipNamedDevice("Medikit", true)

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would probably be nice to put together some Medical Equipment group or something, and check for that. That way mods can have medikits work properly too. Maybe this isn't so easy though.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I thought of this also, though mods with medikits tend to be actor-specific and might mess up in other ways.

Comment threadBase.rte/Devices/Tools/GrappleGun/Grapple.lua
Comment threadBase.rte/Devices/Tools/Scanner/ScannerHeavy.lua
Comment threadBase.rte/Devices/Weapons/Shotgun/Shotgun.lua Outdated
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);
mo.Vel = mo.Vel + forceVector/massFactor;
mo.AngularVel = mo.AngularVel - forceVector.X/(massFactor + math.abs(mo.AngularVel));
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks like there's some odd whitespace here.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Odd, I don't see anything on my end. Maybe I forgot something.

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like there's a tab between the = and dist instead of a space?

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/LadderBG.lua Outdated
@garethyr

Copy link
Copy Markdown
Contributor

Gameplay comments and thoughts, don't have to all be addressed in this PR and not all are your responsibility:

  1. OMA Diggers only should probably disallow dropships, since their turrets can potentially screw you over
  2. I know they're not your focus, but the various missions should probably have default gold setups as some sort of reasonable baseline.
  3. Not your job at all but we need to change golddig noise. It's kinda awful and everpresent and hogs audio channels like crazy; it probably shouldn't be system sound, it shouldn't play for every pixel of gold dug, and it shouldn't be so loud.
  4. Browncoat longshot is too fast firing. If it's gonna be full sniper range, it shouldn't shoot so quickly.
  5. I'm not sure of the cause, but I got an error at line 9 of the constructor - mo was apparently nil
  6. Banshee HSR is a little too inconsistent. It should probably be buffed in damage, but maybe have lower fire rate or a smaller clip or longer reload.
  7. Medic drones are probably a little OP when used for defence - put 2 of them with a few guys in front and you can pretty much survive til your guns break.
  8. Not really your job but goddamn the craft AI needs some help, particularly rockets. We all know human/crab AI is garbo, but rockets veer so much coming down that ordering them anywhere near each other is suicidal. I wonder if it'd help to give them always on thrusters like dropship to slow their descent, then lower their thruster power so they're less jumpy.
  9. The grappling gun is kinda more wonky to use with your changes imo. It fires when mouse is held so if you're on a gun and it gets destroyed and you auto swap to grappling gun it autofires, which sucks. Also, there's no pie button to detach it, so you have to remember the shortcuts, which I don't think are mentioned anywhere. Also also, there's no shortcut to retract/extend it when it's not the main item, which would be nice. Finally, I don't think it (or scanner) should be 1-handed, I get the idea of letting you use it while shooting, but it just makes cycling through inventory annoying if you have guns and shields and I'd argue that use case doesn't make sense, much less weird to just swap to your gun.
  10. I'm not sure how to reproduce it, might be related to the error I had above, but there was one point where the constructor building was going vertically and had kind of banding, so it was doing disconnected vertical lines to fill in its square.
  11. Green dummy is being used as a combat unit in activities sometimes I think? This isn't great, obviously, cause they're weak as hell.
  12. I'd thought you'd figured out a way to fix ladders, but I was still having issues with them in dummy assault.
  13. Probably more stuff, but this'll do for now.

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One minor lua thing that I'm not sure why you put in.

@@ -1,4 +1,6 @@
--Use this script to display a different sprite frame when facing left, instead of the same sprite mirrored
function Create(self)

@garethyrgarethyrAug 15, 2020

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Kill this off. You shouldn't need this on source dev, if you still do, message me cause that's not good!

@garethyr
garethyr merged commit 4f0b037 into developmentAug 16, 2020
@garethyr
garethyr deleted the 4zk-content branch August 16, 2020 23:57
This was linked to issues Sep 5, 2020
Sign up for freeto subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Add AI Boxes Make diggers better

3 participants

@fourZK@garethyr@MaximDude
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
This repository was archived by the owner on Jan 5, 2024. It is now read-only.

4zK's content update #3: Base.rte v0.2 - #52

Merged
garethyr merged 31 commits into
developmentfrom
4zk-content
Aug 16, 2020
Merged

4zK's content update #3: Base.rte v0.2#52
garethyr merged 31 commits into
developmentfrom
4zk-content

Conversation

@fourZK

@fourZKfourZK commented Jul 25, 2020

Copy link
Copy Markdown
Contributor

Mostly various minor fixes, but also some new stuff, including:

  • Green Dummy actor
  • AI Box actor (WIP)
  • Background Ladder bunker module
  • Spikes bunker module

In addition, the AI is now smarter and can do the following:

  • Throw grenades as a sneak attack
  • Use Heavy Diggers to breach doors

fourZK added 19 commits July 25, 2020 19:06
…ors are destroyed One Man Army activities, PosRand() function changed to math.random(), removed Difficulty factor from Crab unit spawn method (since it calls for crabs to be spawned even when crab-to-human ratio is zero)
…andomly less while walking, AI uses grenades if in a flanking position, AI only attacks doors if capable of harming them and prefers Heavy Digger for breaching + other minor edits/organization
…tor, no longer relies on filthy Sharpness hack for different modes
MaximDude
MaximDude previously requested changes Aug 2, 2020

@MaximDudeMaximDude left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Great work, just a few minor things.
Didn't really dig into the lua cause that's @garethyr's job.

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/BunkerBits.ini Outdated
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/Spikes/Spikes.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/Ladders.ini Outdated

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I've not yet playtested, I'll have separate comments for that, but this is just lua related comments. You've been making some good use of multiscripts, which I'm a big fan of, and a lot of the comments I've left are suggestions on how you could do even more with them. Lemme know if you've got questions, playtest comments coming soon.

Comment threadBase.rte/AI/HumanBehaviors.lua Outdated
Comment threadBase.rte/AI/HumanFunctions.lua
Comment threadBase.rte/AI/HumanFunctions.lua Outdated
Comment threadBase.rte/AI/NativeHumanAI.lua

Owner:EquipNamedDevice("Medikit", true)
self.useMedikit = true
self.useMedikit = Owner:EquipNamedDevice("Medikit", true)

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would probably be nice to put together some Medical Equipment group or something, and check for that. That way mods can have medikits work properly too. Maybe this isn't so easy though.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I thought of this also, though mods with medikits tend to be actor-specific and might mess up in other ways.

Comment threadBase.rte/Devices/Tools/GrappleGun/Grapple.lua
Comment threadBase.rte/Devices/Tools/Scanner/ScannerHeavy.lua
Comment threadBase.rte/Devices/Weapons/Shotgun/Shotgun.lua Outdated
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);
mo.Vel = mo.Vel + forceVector/massFactor;
mo.AngularVel = mo.AngularVel - forceVector.X/(massFactor + math.abs(mo.AngularVel));
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks like there's some odd whitespace here.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Odd, I don't see anything on my end. Maybe I forgot something.

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like there's a tab between the = and dist instead of a space?

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/LadderBG.lua Outdated
@garethyr

Copy link
Copy Markdown
Contributor

Gameplay comments and thoughts, don't have to all be addressed in this PR and not all are your responsibility:

  1. OMA Diggers only should probably disallow dropships, since their turrets can potentially screw you over
  2. I know they're not your focus, but the various missions should probably have default gold setups as some sort of reasonable baseline.
  3. Not your job at all but we need to change golddig noise. It's kinda awful and everpresent and hogs audio channels like crazy; it probably shouldn't be system sound, it shouldn't play for every pixel of gold dug, and it shouldn't be so loud.
  4. Browncoat longshot is too fast firing. If it's gonna be full sniper range, it shouldn't shoot so quickly.
  5. I'm not sure of the cause, but I got an error at line 9 of the constructor - mo was apparently nil
  6. Banshee HSR is a little too inconsistent. It should probably be buffed in damage, but maybe have lower fire rate or a smaller clip or longer reload.
  7. Medic drones are probably a little OP when used for defence - put 2 of them with a few guys in front and you can pretty much survive til your guns break.
  8. Not really your job but goddamn the craft AI needs some help, particularly rockets. We all know human/crab AI is garbo, but rockets veer so much coming down that ordering them anywhere near each other is suicidal. I wonder if it'd help to give them always on thrusters like dropship to slow their descent, then lower their thruster power so they're less jumpy.
  9. The grappling gun is kinda more wonky to use with your changes imo. It fires when mouse is held so if you're on a gun and it gets destroyed and you auto swap to grappling gun it autofires, which sucks. Also, there's no pie button to detach it, so you have to remember the shortcuts, which I don't think are mentioned anywhere. Also also, there's no shortcut to retract/extend it when it's not the main item, which would be nice. Finally, I don't think it (or scanner) should be 1-handed, I get the idea of letting you use it while shooting, but it just makes cycling through inventory annoying if you have guns and shields and I'd argue that use case doesn't make sense, much less weird to just swap to your gun.
  10. I'm not sure how to reproduce it, might be related to the error I had above, but there was one point where the constructor building was going vertically and had kind of banding, so it was doing disconnected vertical lines to fill in its square.
  11. Green dummy is being used as a combat unit in activities sometimes I think? This isn't great, obviously, cause they're weak as hell.
  12. I'd thought you'd figured out a way to fix ladders, but I was still having issues with them in dummy assault.
  13. Probably more stuff, but this'll do for now.

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One minor lua thing that I'm not sure why you put in.

@@ -1,4 +1,6 @@
--Use this script to display a different sprite frame when facing left, instead of the same sprite mirrored
function Create(self)

@garethyrgarethyrAug 15, 2020

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Kill this off. You shouldn't need this on source dev, if you still do, message me cause that's not good!

@garethyr
garethyr merged commit 4f0b037 into developmentAug 16, 2020
@garethyr
garethyr deleted the 4zk-content branch August 16, 2020 23:57
This was linked to issues Sep 5, 2020
Sign up for freeto subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Add AI Boxes Make diggers better

3 participants

@fourZK@garethyr@MaximDude
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Jan 5, 2024. It is now read-only.

4zK's content update #3: Base.rte v0.2 - #52

Merged
garethyr merged 31 commits into
developmentfrom
4zk-content
Aug 16, 2020
Merged

4zK's content update #3: Base.rte v0.2#52
garethyr merged 31 commits into
developmentfrom
4zk-content

Conversation

@fourZK

@fourZKfourZK commented Jul 25, 2020

Copy link
Copy Markdown
Contributor

Mostly various minor fixes, but also some new stuff, including:

  • Green Dummy actor
  • AI Box actor (WIP)
  • Background Ladder bunker module
  • Spikes bunker module

In addition, the AI is now smarter and can do the following:

  • Throw grenades as a sneak attack
  • Use Heavy Diggers to breach doors

fourZK added 19 commits July 25, 2020 19:06
…ors are destroyed One Man Army activities, PosRand() function changed to math.random(), removed Difficulty factor from Crab unit spawn method (since it calls for crabs to be spawned even when crab-to-human ratio is zero)
…andomly less while walking, AI uses grenades if in a flanking position, AI only attacks doors if capable of harming them and prefers Heavy Digger for breaching + other minor edits/organization
…tor, no longer relies on filthy Sharpness hack for different modes
MaximDude
MaximDude previously requested changes Aug 2, 2020

@MaximDudeMaximDude left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Great work, just a few minor things.
Didn't really dig into the lua cause that's @garethyr's job.

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/BunkerBits.ini Outdated
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/Spikes/Spikes.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/Ladders.ini Outdated

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I've not yet playtested, I'll have separate comments for that, but this is just lua related comments. You've been making some good use of multiscripts, which I'm a big fan of, and a lot of the comments I've left are suggestions on how you could do even more with them. Lemme know if you've got questions, playtest comments coming soon.

Comment threadBase.rte/AI/HumanBehaviors.lua Outdated
Comment threadBase.rte/AI/HumanFunctions.lua
Comment threadBase.rte/AI/HumanFunctions.lua Outdated
Comment threadBase.rte/AI/NativeHumanAI.lua

Owner:EquipNamedDevice("Medikit", true)
self.useMedikit = true
self.useMedikit = Owner:EquipNamedDevice("Medikit", true)

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would probably be nice to put together some Medical Equipment group or something, and check for that. That way mods can have medikits work properly too. Maybe this isn't so easy though.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I thought of this also, though mods with medikits tend to be actor-specific and might mess up in other ways.

Comment threadBase.rte/Devices/Tools/GrappleGun/Grapple.lua
Comment threadBase.rte/Devices/Tools/Scanner/ScannerHeavy.lua
Comment threadBase.rte/Devices/Weapons/Shotgun/Shotgun.lua Outdated
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);
mo.Vel = mo.Vel + forceVector/massFactor;
mo.AngularVel = mo.AngularVel - forceVector.X/(massFactor + math.abs(mo.AngularVel));
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks like there's some odd whitespace here.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Odd, I don't see anything on my end. Maybe I forgot something.

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like there's a tab between the = and dist instead of a space?

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/LadderBG.lua Outdated
@garethyr

Copy link
Copy Markdown
Contributor

Gameplay comments and thoughts, don't have to all be addressed in this PR and not all are your responsibility:

  1. OMA Diggers only should probably disallow dropships, since their turrets can potentially screw you over
  2. I know they're not your focus, but the various missions should probably have default gold setups as some sort of reasonable baseline.
  3. Not your job at all but we need to change golddig noise. It's kinda awful and everpresent and hogs audio channels like crazy; it probably shouldn't be system sound, it shouldn't play for every pixel of gold dug, and it shouldn't be so loud.
  4. Browncoat longshot is too fast firing. If it's gonna be full sniper range, it shouldn't shoot so quickly.
  5. I'm not sure of the cause, but I got an error at line 9 of the constructor - mo was apparently nil
  6. Banshee HSR is a little too inconsistent. It should probably be buffed in damage, but maybe have lower fire rate or a smaller clip or longer reload.
  7. Medic drones are probably a little OP when used for defence - put 2 of them with a few guys in front and you can pretty much survive til your guns break.
  8. Not really your job but goddamn the craft AI needs some help, particularly rockets. We all know human/crab AI is garbo, but rockets veer so much coming down that ordering them anywhere near each other is suicidal. I wonder if it'd help to give them always on thrusters like dropship to slow their descent, then lower their thruster power so they're less jumpy.
  9. The grappling gun is kinda more wonky to use with your changes imo. It fires when mouse is held so if you're on a gun and it gets destroyed and you auto swap to grappling gun it autofires, which sucks. Also, there's no pie button to detach it, so you have to remember the shortcuts, which I don't think are mentioned anywhere. Also also, there's no shortcut to retract/extend it when it's not the main item, which would be nice. Finally, I don't think it (or scanner) should be 1-handed, I get the idea of letting you use it while shooting, but it just makes cycling through inventory annoying if you have guns and shields and I'd argue that use case doesn't make sense, much less weird to just swap to your gun.
  10. I'm not sure how to reproduce it, might be related to the error I had above, but there was one point where the constructor building was going vertically and had kind of banding, so it was doing disconnected vertical lines to fill in its square.
  11. Green dummy is being used as a combat unit in activities sometimes I think? This isn't great, obviously, cause they're weak as hell.
  12. I'd thought you'd figured out a way to fix ladders, but I was still having issues with them in dummy assault.
  13. Probably more stuff, but this'll do for now.

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One minor lua thing that I'm not sure why you put in.

@@ -1,4 +1,6 @@
--Use this script to display a different sprite frame when facing left, instead of the same sprite mirrored
function Create(self)

@garethyrgarethyrAug 15, 2020

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Kill this off. You shouldn't need this on source dev, if you still do, message me cause that's not good!

@garethyr
garethyr merged commit 4f0b037 into developmentAug 16, 2020
@garethyr
garethyr deleted the 4zk-content branch August 16, 2020 23:57
This was linked to issues Sep 5, 2020
Sign up for freeto subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Add AI Boxes Make diggers better

3 participants

@fourZK@garethyr@MaximDude
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
This repository was archived by the owner on Jan 5, 2024. It is now read-only.

4zK's content update #3: Base.rte v0.2 - #52

Merged
garethyr merged 31 commits into
developmentfrom
4zk-content
Aug 16, 2020
Merged

4zK's content update #3: Base.rte v0.2#52
garethyr merged 31 commits into
developmentfrom
4zk-content

Conversation

@fourZK

@fourZKfourZK commented Jul 25, 2020

Copy link
Copy Markdown
Contributor

Mostly various minor fixes, but also some new stuff, including:

  • Green Dummy actor
  • AI Box actor (WIP)
  • Background Ladder bunker module
  • Spikes bunker module

In addition, the AI is now smarter and can do the following:

  • Throw grenades as a sneak attack
  • Use Heavy Diggers to breach doors

fourZK added 19 commits July 25, 2020 19:06
…ors are destroyed One Man Army activities, PosRand() function changed to math.random(), removed Difficulty factor from Crab unit spawn method (since it calls for crabs to be spawned even when crab-to-human ratio is zero)
…andomly less while walking, AI uses grenades if in a flanking position, AI only attacks doors if capable of harming them and prefers Heavy Digger for breaching + other minor edits/organization
…tor, no longer relies on filthy Sharpness hack for different modes
MaximDude
MaximDude previously requested changes Aug 2, 2020

@MaximDudeMaximDude left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Great work, just a few minor things.
Didn't really dig into the lua cause that's @garethyr's job.

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/BunkerBits.ini Outdated
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/Spikes/Spikes.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/Ladders.ini Outdated

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I've not yet playtested, I'll have separate comments for that, but this is just lua related comments. You've been making some good use of multiscripts, which I'm a big fan of, and a lot of the comments I've left are suggestions on how you could do even more with them. Lemme know if you've got questions, playtest comments coming soon.

Comment threadBase.rte/AI/HumanBehaviors.lua Outdated
Comment threadBase.rte/AI/HumanFunctions.lua
Comment threadBase.rte/AI/HumanFunctions.lua Outdated
Comment threadBase.rte/AI/NativeHumanAI.lua

Owner:EquipNamedDevice("Medikit", true)
self.useMedikit = true
self.useMedikit = Owner:EquipNamedDevice("Medikit", true)

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would probably be nice to put together some Medical Equipment group or something, and check for that. That way mods can have medikits work properly too. Maybe this isn't so easy though.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I thought of this also, though mods with medikits tend to be actor-specific and might mess up in other ways.

Comment threadBase.rte/Devices/Tools/GrappleGun/Grapple.lua
Comment threadBase.rte/Devices/Tools/Scanner/ScannerHeavy.lua
Comment threadBase.rte/Devices/Weapons/Shotgun/Shotgun.lua Outdated
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);
mo.Vel = mo.Vel + forceVector/massFactor;
mo.AngularVel = mo.AngularVel - forceVector.X/(massFactor + math.abs(mo.AngularVel));
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks like there's some odd whitespace here.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Odd, I don't see anything on my end. Maybe I forgot something.

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like there's a tab between the = and dist instead of a space?

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/LadderBG.lua Outdated
@garethyr

Copy link
Copy Markdown
Contributor

Gameplay comments and thoughts, don't have to all be addressed in this PR and not all are your responsibility:

  1. OMA Diggers only should probably disallow dropships, since their turrets can potentially screw you over
  2. I know they're not your focus, but the various missions should probably have default gold setups as some sort of reasonable baseline.
  3. Not your job at all but we need to change golddig noise. It's kinda awful and everpresent and hogs audio channels like crazy; it probably shouldn't be system sound, it shouldn't play for every pixel of gold dug, and it shouldn't be so loud.
  4. Browncoat longshot is too fast firing. If it's gonna be full sniper range, it shouldn't shoot so quickly.
  5. I'm not sure of the cause, but I got an error at line 9 of the constructor - mo was apparently nil
  6. Banshee HSR is a little too inconsistent. It should probably be buffed in damage, but maybe have lower fire rate or a smaller clip or longer reload.
  7. Medic drones are probably a little OP when used for defence - put 2 of them with a few guys in front and you can pretty much survive til your guns break.
  8. Not really your job but goddamn the craft AI needs some help, particularly rockets. We all know human/crab AI is garbo, but rockets veer so much coming down that ordering them anywhere near each other is suicidal. I wonder if it'd help to give them always on thrusters like dropship to slow their descent, then lower their thruster power so they're less jumpy.
  9. The grappling gun is kinda more wonky to use with your changes imo. It fires when mouse is held so if you're on a gun and it gets destroyed and you auto swap to grappling gun it autofires, which sucks. Also, there's no pie button to detach it, so you have to remember the shortcuts, which I don't think are mentioned anywhere. Also also, there's no shortcut to retract/extend it when it's not the main item, which would be nice. Finally, I don't think it (or scanner) should be 1-handed, I get the idea of letting you use it while shooting, but it just makes cycling through inventory annoying if you have guns and shields and I'd argue that use case doesn't make sense, much less weird to just swap to your gun.
  10. I'm not sure how to reproduce it, might be related to the error I had above, but there was one point where the constructor building was going vertically and had kind of banding, so it was doing disconnected vertical lines to fill in its square.
  11. Green dummy is being used as a combat unit in activities sometimes I think? This isn't great, obviously, cause they're weak as hell.
  12. I'd thought you'd figured out a way to fix ladders, but I was still having issues with them in dummy assault.
  13. Probably more stuff, but this'll do for now.

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One minor lua thing that I'm not sure why you put in.

@@ -1,4 +1,6 @@
--Use this script to display a different sprite frame when facing left, instead of the same sprite mirrored
function Create(self)

@garethyrgarethyrAug 15, 2020

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Kill this off. You shouldn't need this on source dev, if you still do, message me cause that's not good!

@garethyr
garethyr merged commit 4f0b037 into developmentAug 16, 2020
@garethyr
garethyr deleted the 4zk-content branch August 16, 2020 23:57
This was linked to issues Sep 5, 2020
Sign up for freeto subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Add AI Boxes Make diggers better

3 participants

@fourZK@garethyr@MaximDude
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content
This repository was archived by the owner on Jan 5, 2024. It is now read-only.

4zK's content update #3: Base.rte v0.2 - #52

Merged
garethyr merged 31 commits into
developmentfrom
4zk-content
Aug 16, 2020
Merged

4zK's content update #3: Base.rte v0.2#52
garethyr merged 31 commits into
developmentfrom
4zk-content

Conversation

@fourZK

@fourZKfourZK commented Jul 25, 2020

Copy link
Copy Markdown
Contributor

Mostly various minor fixes, but also some new stuff, including:

  • Green Dummy actor
  • AI Box actor (WIP)
  • Background Ladder bunker module
  • Spikes bunker module

In addition, the AI is now smarter and can do the following:

  • Throw grenades as a sneak attack
  • Use Heavy Diggers to breach doors

fourZK added 19 commits July 25, 2020 19:06
…ors are destroyed One Man Army activities, PosRand() function changed to math.random(), removed Difficulty factor from Crab unit spawn method (since it calls for crabs to be spawned even when crab-to-human ratio is zero)
…andomly less while walking, AI uses grenades if in a flanking position, AI only attacks doors if capable of harming them and prefers Heavy Digger for breaching + other minor edits/organization
…tor, no longer relies on filthy Sharpness hack for different modes
MaximDude
MaximDude previously requested changes Aug 2, 2020

@MaximDudeMaximDude left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Great work, just a few minor things.
Didn't really dig into the lua cause that's @garethyr's job.

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/BunkerBits.ini Outdated
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerBits/Spikes/Spikes.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Actors/Mecha/AIBox/AIBox.ini
Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/Ladders.ini Outdated

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I've not yet playtested, I'll have separate comments for that, but this is just lua related comments. You've been making some good use of multiscripts, which I'm a big fan of, and a lot of the comments I've left are suggestions on how you could do even more with them. Lemme know if you've got questions, playtest comments coming soon.

Comment threadBase.rte/AI/HumanBehaviors.lua Outdated
Comment threadBase.rte/AI/HumanFunctions.lua
Comment threadBase.rte/AI/HumanFunctions.lua Outdated
Comment threadBase.rte/AI/NativeHumanAI.lua

Owner:EquipNamedDevice("Medikit", true)
self.useMedikit = true
self.useMedikit = Owner:EquipNamedDevice("Medikit", true)

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Would probably be nice to put together some Medical Equipment group or something, and check for that. That way mods can have medikits work properly too. Maybe this isn't so easy though.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I thought of this also, though mods with medikits tend to be actor-specific and might mess up in other ways.

Comment threadBase.rte/Devices/Tools/GrappleGun/Grapple.lua
Comment threadBase.rte/Devices/Tools/Scanner/ScannerHeavy.lua
Comment threadBase.rte/Devices/Weapons/Shotgun/Shotgun.lua Outdated
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);
mo.Vel = mo.Vel + forceVector/massFactor;
mo.AngularVel = mo.AngularVel - forceVector.X/(massFactor + math.abs(mo.AngularVel));
local forceVector = dist:SetMagnitude((self.strength - strSumCheck)/distFactor);

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks like there's some odd whitespace here.

Copy link
Copy Markdown
ContributorAuthor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Odd, I don't see anything on my end. Maybe I forgot something.

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

It looks like there's a tab between the = and dist instead of a space?

Comment threadBase.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/LadderBG.lua Outdated
@garethyr

Copy link
Copy Markdown
Contributor

Gameplay comments and thoughts, don't have to all be addressed in this PR and not all are your responsibility:

  1. OMA Diggers only should probably disallow dropships, since their turrets can potentially screw you over
  2. I know they're not your focus, but the various missions should probably have default gold setups as some sort of reasonable baseline.
  3. Not your job at all but we need to change golddig noise. It's kinda awful and everpresent and hogs audio channels like crazy; it probably shouldn't be system sound, it shouldn't play for every pixel of gold dug, and it shouldn't be so loud.
  4. Browncoat longshot is too fast firing. If it's gonna be full sniper range, it shouldn't shoot so quickly.
  5. I'm not sure of the cause, but I got an error at line 9 of the constructor - mo was apparently nil
  6. Banshee HSR is a little too inconsistent. It should probably be buffed in damage, but maybe have lower fire rate or a smaller clip or longer reload.
  7. Medic drones are probably a little OP when used for defence - put 2 of them with a few guys in front and you can pretty much survive til your guns break.
  8. Not really your job but goddamn the craft AI needs some help, particularly rockets. We all know human/crab AI is garbo, but rockets veer so much coming down that ordering them anywhere near each other is suicidal. I wonder if it'd help to give them always on thrusters like dropship to slow their descent, then lower their thruster power so they're less jumpy.
  9. The grappling gun is kinda more wonky to use with your changes imo. It fires when mouse is held so if you're on a gun and it gets destroyed and you auto swap to grappling gun it autofires, which sucks. Also, there's no pie button to detach it, so you have to remember the shortcuts, which I don't think are mentioned anywhere. Also also, there's no shortcut to retract/extend it when it's not the main item, which would be nice. Finally, I don't think it (or scanner) should be 1-handed, I get the idea of letting you use it while shooting, but it just makes cycling through inventory annoying if you have guns and shields and I'd argue that use case doesn't make sense, much less weird to just swap to your gun.
  10. I'm not sure how to reproduce it, might be related to the error I had above, but there was one point where the constructor building was going vertically and had kind of banding, so it was doing disconnected vertical lines to fill in its square.
  11. Green dummy is being used as a combat unit in activities sometimes I think? This isn't great, obviously, cause they're weak as hell.
  12. I'd thought you'd figured out a way to fix ladders, but I was still having issues with them in dummy assault.
  13. Probably more stuff, but this'll do for now.

@garethyrgarethyr left a comment

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One minor lua thing that I'm not sure why you put in.

@@ -1,4 +1,6 @@
--Use this script to display a different sprite frame when facing left, instead of the same sprite mirrored
function Create(self)

@garethyrgarethyrAug 15, 2020

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Kill this off. You shouldn't need this on source dev, if you still do, message me cause that's not good!

@garethyr
garethyr merged commit 4f0b037 into developmentAug 16, 2020
@garethyr
garethyr deleted the 4zk-content branch August 16, 2020 23:57
This was linked to issues Sep 5, 2020
Sign up for freeto subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

Add AI Boxes Make diggers better

3 participants

@fourZK@garethyr@MaximDude