03-24-2015, 09:25 PM
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#6
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Stuff Do-er
Lua Team Wiki Team Fortress Forever Staff
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter Gametype: Conc tag (you just wait) Affiliations: Mustache Brigade Posts Rated Helpful 352 Times
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Pushed an update with the following changes (added these to the OP as well): - Add hud_fastswitch and hud_weaponselect to the Fortress Options "HUD" section
- Revert back to the 2.4 menu background because it was pretty cool
- Remove the map guide menu and make the Flythrough button go directly to the flythrough
- Remove the objective icon on the flag for defenders in IvD/AvD maps (it always points to the cap point that needs to be defended instead)
- Remove nailgun from sniper
- Make the sniper rifle use nails to avoid shared ammo between sniper rifle/autorifle
- Fix unicode character support in VGUI/HUD elements
- Add Spanish translation by VMX and Firefox11
- Add (incomplete) Russian localization by Gordon
- Add Portuguese (BR) translation by Gemini Saga
- Improve HUD font: add Latin-1 Supplement and other missing chars (adds things like custom accented chars, #, &, $, ~, etc)
- Remove ff_push
- Re-add ff_cornfield
- Revert all IvD maps that used the time-limited-round-based system to the default IvD system (only switch teams after all caps have been captured)
- Add a timer on the HUD that reflects how long security is down for on all security maps
- Fix materials/ff/ff08_sign_up_green material using the yellow texture instead of the green one
- Fixed the glass material in ff_dm
- Changed the team names in ff_dm to something more appropriate
- Fix conc speed being limited for too long after using a jump pad (https://github.com/fortressforever/f...ever/issues/80)
- Added sparks/dust to the feet of rampsliders (cl_rampslidefx cvar for toggling the effects on/off, and cl_rampslidefx_* cvars for controlling how it looks/behaves)
- Generate <classname>.cfg/userconfig.cfg files at runtime if they don't exist
- Add hud_weaponselect cvar (briefly shows the weapon select menu whenever switching weapons when hud_fastswitch is enabled; defaulted to enabled)
- Default hud_fastswitch to 1
- Remove the map guide menu as it has never been utilized
- Make HH explosive grenades (frag/mirv) work like they do in TFC (HHing a gren now simply adds 1000 speed in the direction that you're currently moving (or 950 speed straight up if you're not moving at all)
- Lua: Fix entity:SetFriction() not working on players
- Cap jump pad + conc horiz and vert speed separately
- Set jump pad horiz boost to 768 (was 1024 in 2.46)
- Optimise Lua HUD network messages (send a number ID over the network rather than a string)
- Lua: Add player_onuse callback
- Allow bounced rails to collide with their shooter
- Lua: Add global GetPlayers function (returns a table (array) of all players on the server)
- Lua: Remove luabind's 'class' implementation because it seems to be broken
- Lua: Add IsJumpPad/CastToJumpPad
- Lua: Add IsEntity
- Lua: Majorly improve Lua's ability to interact with sentryguns
Player functions added to get the player's buildables (or nil if they're not built):
player:GetSentryGun()
player:GetDispenser()
player:GetDetpack()
player:GetJumpPad()
Sentry Gun functions added:
sg:SetLevel(int level) // sets the level (does not play upgrade sounds)
sg:Upgrade() // upgrades to the next level
sg:Repair(int cells) // adds health based on the number of cells
sg:AddAmmo(int shells, int rockets) // adds ammo
sg:RocketPosition() // returns the Vector position of where rockets are fired from
sg:MuzzlePosition() // returns the Vector position of where bullets are fired from
sg:GetRockets() // number of rockets the SG has
sg:GetShells() // number of shells the SG has
sg:GetHealth() // amount of health the SG has
sg:SetRockets(int rockets)
sg:SetShells(int shells)
sg:SetHealth(int health)
sg:GetMaxRockets()
sg:GetMaxShells()
sg:GetMaxHealth()
sg:SetFocusPoint(Vector point) // sets where the SG wants to look
sg:GetEnemy() // gets the target of the SG (CBaseEntity)
sg:SetEnemy(CBaseEntity enemy)
sg:GetVecAiming() // gets the direction vector of the SG's current aim direction
sg:GetVecGoal() // gets the direction vector of the SG's goal aim direction
sg:Shoot() // makes the SG shoot one shell
sg:ShootRocket() // makes the SG shoot one rocket
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