twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
I just realised my Blink movement code was really dodgy. Here's a better solution. You will want to change kEtherealAcceleration (mine's 30 now), or Blink starting velocity may feel too slow.
if self:GetIsEthereal() then local move = GetNormalizedVector( input.move ) local viewCoords = self:GetViewAngles():GetCoords() local redirectDir = viewCoords:TransformVector( move ) local velocity = self:GetVelocity()
if (move:GetLength() ~= 0) then self:SetVelocity(redirectDir * velocity:GetLength()) end end
// Enter or leave invulnerable invisible fast-moving mode if self.ethereal ~= state then
if state then self.etherealStartTime = Shared.GetTime() self:TriggerBlinkOutEffects(player) else self:TriggerBlinkInEffects(player) end
self.ethereal = state
// Set player visibility state player:SetIsVisible(not self.ethereal) player:SetGravityEnabled(not self.ethereal)
player:SetEthereal(state)
// Give player initial velocity in direction we're pressing, or forward if if self.ethereal then
// Give a little (0.5) initial height to clear the ground local initialBoostDirection = Vector (0, 1, 0) local newVelocity = initialBoostDirection * 0.5 // Blink.kStartEtherealForce player:SetVelocity(newVelocity)
else
// Mute current velocity when coming out of blink player:SetVelocity( player:GetVelocity() * .5 )
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
I will add it. I also wanted to give the fade a small initial upwards boost. Most of the time I'm anyway jumping before blinking to avoid those problems of getting stucked.
what do you think: would fetch be better if I make it move the marine faster (increase his velocity and max speed in the fades direction)? Maybe make the fade not invisible, only the marine? And fades could maybe always see "ethereal" stuff. makes it easier, and also coordinated attacks of multiple fades would work better when they can see each other
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited August 2011
<!--quoteo(post=1866246:date=Aug 3 2011, 10:27 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 3 2011, 10:27 PM) <a href="index.php?act=findpost&pid=1866246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I will add it. I also wanted to give the fade a small initial upwards boost. Most of the time I'm anyway jumping before blinking to avoid those problems of getting stucked.<!--QuoteEnd--></div><!--QuoteEEnd--> Actually, don't add it yet! It looks like you found the right place for modifying velocity (Fade:ModifyVelocity()) before me, lol. I gotta work on reading the NS2 developers' better.
<!--quoteo(post=1866246:date=Aug 3 2011, 10:27 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 3 2011, 10:27 PM) <a href="index.php?act=findpost&pid=1866246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what do you think: would fetch be better if I make it move the marine faster (increase his velocity and max speed in the fades direction)? Maybe make the fade not invisible, only the marine? And fades could maybe always see "ethereal" stuff. makes it easier, and also coordinated attacks of multiple fades would work better when they can see each other<!--QuoteEnd--></div><!--QuoteEEnd--> I think fetch/pull needs to have a clear purpose, balance can be adjusted later. I wouldn't mind if it holds a marine, preventing movement, but leaves the Fade vulnerable. That way, a Fade is not completely useless if it cannot get close to a group of Marines.
It would be great if you can add a target-lock for the ability that allows some (30º?) turning (similar to the Medic healing gun from TF2). You can burrow some the old flamethrower angle checking code. :)
BTW I really like the cool (side-)effect of Sentries attacking invisible Fades. Maybe allowing Fades to distract Sentries could be left as a feature. Having Sentries wasting ammo on invulnerable Fades seems a bit imbalanced, but remember, Blink costs energy, and can't be maintained forever. The amount of ammo per Sentry clip can easily be increased.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Having Sentries wasting ammo on invulnerable Fades seems a bit imbalanced, but remember, Blink costs energy, and can't be maintained forever.<!--QuoteEnd--></div><!--QuoteEEnd--> but to be honest, its a bug. I don't want to sell it as feature! :D
in normal ns2 fades are invisible and cannot take damage at all (their position is not even send to other clients), and my changes now cause all this side effects. and i guess the sentries filter their targets by getcantakedamage and getisvisible (or at least one of them). just have to change the filter function to canentitydodamageto (or however it was called) since everything is supposed to be directed to this function anyway (that got missed a lot of times, in all hit-scan weapons as well)
local move = GetNormalizedVector( input.move ) local viewCoords = self:GetViewAngles():GetCoords() local impulse = viewCoords:TransformVector( move ) * velocity:GetLength()
if (move:GetLength() ~= 0) then velocity.x = impulse.x velocity.y = impulse.y velocity.z = impulse.z end end
end<!--c2--></div><!--ec2-->
If Blink feels like sliding on ice, you'll want to increase Fade.kEtherealAcceleration to a high value, like 100. eg In Player.lua: Player.kWalkMaxSpeed = 5 Player.kAcceleration = 40 //which is 8 times max speed
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<a href="http://www.mediafire.com/?62h9suo5nplt55h" target="_blank">Prototyping Mod 1.8.7</a>
lerk change: spores are now in slot 1 as alt attack (snipe is not available anymore). thats not a lerk nerf, he's now much stronger with hit-zone and hitscan spikes :) and with spores as alt attack the gameplay feels better
I preferred this when it was just balance and not adding all these bizarre new features. Plus, it doesn't seem like you have enough aggregated data to test your balance features.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1866430:date=Aug 4 2011, 01:48 PM:name=Zuriki)--><div class='quotetop'>QUOTE (Zuriki @ Aug 4 2011, 01:48 PM) <a href="index.php?act=findpost&pid=1866430"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I preferred this when it was just balance and not adding all these bizarre new features. Plus, it doesn't seem like you have enough aggregated data to test your balance features.<!--QuoteEnd--></div><!--QuoteEEnd-->
agreed. Unfortunately it doesn't really matter until auto-download is in. Nobody will use it until then.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
thats true. the only thing I could have done is making installation automated. Since I did that, I now even meet a few people from time to time on a server playing that mod :D maximum player count was so far 7 during 1 game.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->... seem like you have enough aggregated data to test your balance features<!--QuoteEnd--></div><!--QuoteEEnd-->
thats why i call it "prototyping mod". just want to test things, without breaking the core game too much. it should in the end still be a playable game. at least not worse than the original, but an alternative.
people have so many interesting ideas here in this forums, and its no mistake to just try them out before rejecting them. i can always fall back to original ns2 if one part is fail. so it's not called "improved ns2"... it's just here for testing stuff, and because i like programming.
by the way, if you have any interesting feedback for improvements or ideas, share them. I'm open for everything
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited August 2011
it's an interesting idea, but I recently tried to streamline the alien abilities (alt attack in slot 1 + 2 the same, with third hive something else).
so, I would like to see either spores in slot 1 and 2 as alt attack (that fits very good in my opinion), and a "burst shot" with 2 hives in slot 2.
or, completely revamp my ideas and make this:
burst shot slot 1, spores slot 2 then with 2nd hive, you get umbra as alt attack
with 3 hives you get slot 3 and, dunno primal scream?
update: actually I like this idea so much, that I implemented umbra now as alt-attack, available with 2 hives in slot 1 and 2. the view model animations are not smooth, but I'll wait with fixing that for build 184.
also have some skulk updates for you, have an idea to make them more interesting to play: <!--coloro:#FFFACD--><span style="color:#FFFACD"><!--/coloro--><i> decrease speed by 10% (build 180 values)
- wall walking + jump makes you jump of the wall (view-direction + normal-to-wall + upwards (y) boost) and increases you max speed by 10% for 1.7 seconds (leap is unchanged)
- using +movement (walk/sneak) for more than 2 seconds increases your max speed for 2 seconds after releasing the button, if held down before for at least 3 seconds</i><!--colorc--></span><!--/colorc-->
Not sure exactly how you do it (vid seems to be sped up by quite a bit), but it looks pretty sweet. If you do not do it already, how about make the jump <i>always</i> give some upwards momentum, even when on walls (maybe with an exception if the walls normal has a negative y component)? I think it would feel better than if you fall as soon as you jumped, because of gravity immediately making you fall. Although I cant be sure, obviously. ;)
Just want to mention a good thing with spark, the Coord object. I dont know if you do it like this already (or some better way maybe), but it would be possible to make some simple code for how to get the direction and magnitude of a jump depending on what movement keys are pressed, where you treat the skulk as if it is on a flat surface. Then you can simply rotate the coordinate system so its y axis aligns with the normal of the actual surface, resulting in the jump vector in the global coordinate system.
EDIT: On second thought, using Coord like that, while making sense in third person, would not make much sense in firstperson when I think about it, as the camera dont rotate with the model. If you for example strafe, you would jump sideways of the skulks model, not your view (which means downwards or upwards if you run alongside a wall). Probably better to do it like I assume you already do it, adding vectors with the directions of surface normal and your desired move direction (iirc, strafing on a wall uses the cameras x-axis, not the skulks).
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
i added to movement velocity the surface normal plus some upward boost. i normalized that and multiplied with a standard factor (think it was 65). the result is that you jump off the surface, and not drop down. and no, the vid is not sped up. should be normal speed, unless i did nothing wrong when converting it.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited August 2011
I love the wall jump! The only minor issue is the model is not flipped quickly enough when you jump from a wall to a ceiling.
I changed Fade movement a bit. Tell me what you think. Download: <a href="http://www.mediafire.com/?pqwaua2cjd9wy7e" target="_blank">http://www.mediafire.com/?pqwaua2cjd9wy7e</a>
Changes: * Reduced dash/dodge speed and duration so it looks a lot like the bullet dodging in RE5 (ie Charlie's vision). It is a lot more controllable now. * Changed Blink movement to take acceleration into account. * Fixed Fade normal acceleration bug (it was 1, now it's set to 52) * Increased ethereal acceleration to 80 because of the above changes.
edit: thinking about alt attack for the shotgun. <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=114498&view=findpost&p=1866966" target="_blank">This idea</a> looks interesting (if numbers are balanced correctly)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited August 2011
<a href="http://www.mediafire.com/?6aty1qcyv60gma2" target="_blank">Prototyping Mod 2.2</a>
- put some more work in skulk wall jumping. you can now increase your max speed if you trigger wall-jumps, and avoid slowdowns (= getting stucked or ground friction) up to some maximum speed
- fixed a bug with bombard where you could should 2 bombs at the same time
- reduced bombard energy cost from 25 to 15, reduced upgrade time for mature
- increased bilebomb energy requirement, you could spam it too much before
edit: there is still some debug message when you perform wall-jumps. I let it in so people who want to test it can see how much "boost" they have and when it drops off.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited August 2011
the next experiment is a bug fix for the selection bug. you know, this problem when you click on a structure / unit, but it does not react. I tracked the bug down and fixed it. that should immensely increase the commanding experience :)
i sent it to uwe and will aswell include it in the next version of my mod
edit: also fixed now the "build-after-recycle" bug. Im doing this fixes, because i want to improve the commander mode overall a bit. double clicking selection, order-queue, etc.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
I really like the lerk. With the flight mod, spike hitscan, and umbra, it's actually useful again. Hope UWE does something similar in the real game. Lerk has gone from completely OP (spores), to basically worthless in the current build.
umbra and bite needs to given back to the lerk. It would expand his close combat fighter idea charlie wants, and umbra for the support the lerk suppose to bring to the battlefield while still able to play part in close combat fighting.
spores range needs to increase, and of course his flight control needs to be a lot smoother.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1867540:date=Aug 8 2011, 02:58 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Aug 8 2011, 02:58 PM) <a href="index.php?act=findpost&pid=1867540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->... spores range needs to increase, and of course his flight control needs to be a lot smoother.<!--QuoteEnd--></div><!--QuoteEEnd-->
i agree. his main range ability should be spores. spikes or bite i don't want to decide which he should have, but it should be close® range.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited August 2011
<a href="http://www.mediafire.com/?p7g06qfqgwxc9iz" target="_blank">Prototyping Mod 2.5</a>
- merged with Build 184 - fixed commander single selection bug (this annoything bug where sometimes buildings won't react on your actions) - fixed "build-after-recycle" bug (you were unable to build something after recycling, without selection another structure before)
edit:
I updated the first post with new ideas which i would like to implement:
- hives / command stations multiply the personal res income - MAC Mines - PowerPack Electrification
Comments
<a href="http://www.mediafire.com/?b8il5to47cxmwgw" target="_blank">Prototyping Mod 1.8.6</a>
Fade.lua:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Fade:PreUpdateMove(input, runningPrediction)
PROFILE("Fade:PreUpdateMove")
if self:GetIsEthereal() then
local move = GetNormalizedVector( input.move )
local viewCoords = self:GetViewAngles():GetCoords()
local redirectDir = viewCoords:TransformVector( move )
local velocity = self:GetVelocity()
if (move:GetLength() ~= 0) then
self:SetVelocity(redirectDir * velocity:GetLength())
end
end
end<!--c2--></div><!--ec2-->
Blink.lua:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Blink:SetEthereal(player, state)
// Enter or leave invulnerable invisible fast-moving mode
if self.ethereal ~= state then
if state then
self.etherealStartTime = Shared.GetTime()
self:TriggerBlinkOutEffects(player)
else
self:TriggerBlinkInEffects(player)
end
self.ethereal = state
// Set player visibility state
player:SetIsVisible(not self.ethereal)
player:SetGravityEnabled(not self.ethereal)
player:SetEthereal(state)
// Give player initial velocity in direction we're pressing, or forward if
if self.ethereal then
// Give a little (0.5) initial height to clear the ground
local initialBoostDirection = Vector (0, 1, 0)
local newVelocity = initialBoostDirection * 0.5 // Blink.kStartEtherealForce
player:SetVelocity(newVelocity)
else
// Mute current velocity when coming out of blink
player:SetVelocity( player:GetVelocity() * .5 )
end
end
end<!--c2--></div><!--ec2-->
what do you think: would fetch be better if I make it move the marine faster (increase his velocity and max speed in the fades direction)? Maybe make the fade not invisible, only the marine? And fades could maybe always see "ethereal" stuff. makes it easier, and also coordinated attacks of multiple fades would work better when they can see each other
Actually, don't add it yet! It looks like you found the right place for modifying velocity (Fade:ModifyVelocity()) before me, lol. I gotta work on reading the NS2 developers' better.
<!--quoteo(post=1866246:date=Aug 3 2011, 10:27 PM:name=Schimmel)--><div class='quotetop'>QUOTE (Schimmel @ Aug 3 2011, 10:27 PM) <a href="index.php?act=findpost&pid=1866246"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->what do you think: would fetch be better if I make it move the marine faster (increase his velocity and max speed in the fades direction)? Maybe make the fade not invisible, only the marine? And fades could maybe always see "ethereal" stuff. makes it easier, and also coordinated attacks of multiple fades would work better when they can see each other<!--QuoteEnd--></div><!--QuoteEEnd-->
I think fetch/pull needs to have a clear purpose, balance can be adjusted later. I wouldn't mind if it holds a marine, preventing movement, but leaves the Fade vulnerable. That way, a Fade is not completely useless if it cannot get close to a group of Marines.
It would be great if you can add a target-lock for the ability that allows some (30º?) turning (similar to the Medic healing gun from TF2). You can burrow some the old flamethrower angle checking code. :)
BTW I really like the cool (side-)effect of Sentries attacking invisible Fades. Maybe allowing Fades to distract Sentries could be left as a feature. Having Sentries wasting ammo on invulnerable Fades seems a bit imbalanced, but remember, Blink costs energy, and can't be maintained forever. The amount of ammo per Sentry clip can easily be increased.
but to be honest, its a bug. I don't want to sell it as feature! :D
in normal ns2 fades are invisible and cannot take damage at all (their position is not even send to other clients), and my changes now cause all this side effects. and i guess the sentries filter their targets by getcantakedamage and getisvisible (or at least one of them). just have to change the filter function to canentitydodamageto (or however it was called) since everything is supposed to be directed to this function anyway (that got missed a lot of times, in all hit-scan weapons as well)
You can remove Fade:PreUpdateMove().
Fade.lua:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->function Fade:ModifyVelocity(input, velocity)
Alien.ModifyVelocity(self, input, velocity)
if self:GetIsEthereal() then
local move = GetNormalizedVector( input.move )
local viewCoords = self:GetViewAngles():GetCoords()
local impulse = viewCoords:TransformVector( move ) * velocity:GetLength()
if (move:GetLength() ~= 0) then
velocity.x = impulse.x
velocity.y = impulse.y
velocity.z = impulse.z
end
end
end<!--c2--></div><!--ec2-->
If Blink feels like sliding on ice, you'll want to increase Fade.kEtherealAcceleration to a high value, like 100.
eg In Player.lua:
Player.kWalkMaxSpeed = 5
Player.kAcceleration = 40 //which is 8 times max speed
lerk change:
spores are now in slot 1 as alt attack (snipe is not available anymore). thats not a lerk nerf, he's now much stronger with hit-zone and hitscan spikes :) and with spores as alt attack the gameplay feels better
agreed. Unfortunately it doesn't really matter until auto-download is in. Nobody will use it until then.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->... seem like you have enough aggregated data to test your balance features<!--QuoteEnd--></div><!--QuoteEEnd-->
thats why i call it "prototyping mod". just want to test things, without breaking the core game too much. it should in the end still be a playable game. at least not worse than the original, but an alternative.
people have so many interesting ideas here in this forums, and its no mistake to just try them out before rejecting them. i can always fall back to original ns2 if one part is fail. so it's not called "improved ns2"... it's just here for testing stuff, and because i like programming.
by the way, if you have any interesting feedback for improvements or ideas, share them. I'm open for everything
I had something in mind something like this:
slot 1
primary attack: lerk bite
secondary attack: spores OR spikes
umbra will be in slot 2 with either spores or spikes depending how secondary attack in slot 1 changes.
so, I would like to see either spores in slot 1 and 2 as alt attack (that fits very good in my opinion), and a "burst shot" with 2 hives in slot 2.
or, completely revamp my ideas and make this:
burst shot slot 1, spores slot 2
then with 2nd hive, you get umbra as alt attack
with 3 hives you get slot 3 and, dunno primal scream?
update: actually I like this idea so much, that I implemented umbra now as alt-attack, available with 2 hives in slot 1 and 2. the view model animations are not smooth, but I'll wait with fixing that for build 184.
also have some skulk updates for you, have an idea to make them more interesting to play:
<!--coloro:#FFFACD--><span style="color:#FFFACD"><!--/coloro--><i>
decrease speed by 10% (build 180 values)
- wall walking + jump makes you jump of the wall (view-direction + normal-to-wall + upwards (y) boost) and increases you max speed by 10% for 1.7 seconds (leap is unchanged)
- using +movement (walk/sneak) for more than 2 seconds increases your max speed for 2 seconds after releasing the button, if held down before for at least 3 seconds</i><!--colorc--></span><!--/colorc-->
changelog:
- added wall-jump for skulk
- improved fetch
- balanced lerk better and added umbra as alt attack in slot 1 and 2
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/FzciHC6xAVQ"></param><embed src="http://www.youtube.com/v/FzciHC6xAVQ" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
Just want to mention a good thing with spark, the Coord object. I dont know if you do it like this already (or some better way maybe), but it would be possible to make some simple code for how to get the direction and magnitude of a jump depending on what movement keys are pressed, where you treat the skulk as if it is on a flat surface. Then you can simply rotate the coordinate system so its y axis aligns with the normal of the actual surface, resulting in the jump vector in the global coordinate system.
EDIT:
On second thought, using Coord like that, while making sense in third person, would not make much sense in firstperson when I think about it, as the camera dont rotate with the model. If you for example strafe, you would jump sideways of the skulks model, not your view (which means downwards or upwards if you run alongside a wall).
Probably better to do it like I assume you already do it, adding vectors with the directions of surface normal and your desired move direction (iirc, strafing on a wall uses the cameras x-axis, not the skulks).
I changed Fade movement a bit. Tell me what you think.
Download: <a href="http://www.mediafire.com/?pqwaua2cjd9wy7e" target="_blank">http://www.mediafire.com/?pqwaua2cjd9wy7e</a>
Changes:
* Reduced dash/dodge speed and duration so it looks a lot like the bullet dodging in RE5 (ie Charlie's vision). It is a lot more controllable now.
* Changed Blink movement to take acceleration into account.
* Fixed Fade normal acceleration bug (it was 1, now it's set to 52)
* Increased ethereal acceleration to 80 because of the above changes.
but the miniblink is now too short / slowly.
i changed it to these values:
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>Fade.kFadeLeapSpeed = 40
Fade.kStartFadeLeapForce = 60
Fade.kFadeLeapIntervall = 1.3
Fade.kFadeLeapDuration = 0.07</div>
it will be included in the next patch of my mod
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/C9RlfAF4DQU"></param><embed src="http://www.youtube.com/v/C9RlfAF4DQU" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
edit: thinking about alt attack for the shotgun. <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=114498&view=findpost&p=1866966" target="_blank">This idea</a> looks interesting (if numbers are balanced correctly)
- added bombard
But I love everything that encourages running on walls, especially when attacking.
- put some more work in skulk wall jumping. you can now increase your max speed if you trigger wall-jumps, and avoid slowdowns (= getting stucked or ground friction) up to some maximum speed
- fixed a bug with bombard where you could should 2 bombs at the same time
- reduced bombard energy cost from 25 to 15, reduced upgrade time for mature
- increased bilebomb energy requirement, you could spam it too much before
edit: there is still some debug message when you perform wall-jumps. I let it in so people who want to test it can see how much "boost" they have and when it drops off.
- i made some improvements to the skulk wall jump
- changed fade blink + dash little bit, to make them appear more often.
edit:
<a href="http://www.mediafire.com/?odi5tgwex24yccv" target="_blank">Prototyping Mod 2.4</a>
- restored skulks aircontrol (forgot in 2.3 that i changed it)
- lerk takes only 80% damage when you hit his wings
What's the next experiment? Shotgun's alt attack? How about Power Pack Overload (temporary electrification)?
PS I've been getting this error: "WhipBomb:SetOwner(): Must be called with a Player (not a Whip) - Server".
i sent it to uwe and will aswell include it in the next version of my mod
edit: also fixed now the "build-after-recycle" bug. Im doing this fixes, because i want to improve the commander mode overall a bit. double clicking selection, order-queue, etc.
spores range needs to increase, and of course his flight control needs to be a lot smoother.
spores range needs to increase, and of course his flight control needs to be a lot smoother.<!--QuoteEnd--></div><!--QuoteEEnd-->
i agree. his main range ability should be spores. spikes or bite i don't want to decide which he should have, but it should be close® range.
- merged with Build 184
- fixed commander single selection bug (this annoything bug where sometimes buildings won't react on your actions)
- fixed "build-after-recycle" bug (you were unable to build something after recycling, without selection another structure before)
edit:
I updated the first post with new ideas which i would like to implement:
- hives / command stations multiply the personal res income
- MAC Mines
- PowerPack Electrification