01-19-2015, 02:39 PM | #181 |
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twincannon commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
In TF2 it's it's pretty simple, in that you just get an assist and however many points per assist (just 1 I think). It's based on who did the most damage in the previous x amount of time. If a medic is healing the person who got the kill, they're given priority over other damage dealers.View on Github |
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01-19-2015, 07:08 PM | #182 |
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FDA- commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
Yeah basically who ever did the most amount of damage in a certain amount of time before the kill gets an assist. Killing blow rewards the kill, and the kill feed would read "FDA + Twincannon ===,=[H] Squeek". That's a rocket launcher. I'd say add a threshold, where you have to do at least 50% to...View on Github |
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01-20-2015, 12:07 AM | #183 |
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fpsmoto commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
In addition to that, an Assists column on the Scoreboard would be nice.View on Github |
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01-20-2015, 12:35 AM | #184 |
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AfterShockFF commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
What happens if the damage dealt by the previous person is then healed up, then he gets oneshot headshot?View on Github |
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01-20-2015, 12:55 AM | #185 |
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FDA- commented on issue fortressforever/fortressforever#109 ('creditting kill assists.'):
In the event of healing lost health, there's still a lack of armor, meaning the assist still played substantial role in the kill.View on Github |
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01-21-2015, 02:13 AM | #186 |
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alaswell synchronized pull request fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID')
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01-21-2015, 02:13 AM | #187 |
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alaswell pushed 1 commit to fortressforever/fortressforever-scripts:features/id-defenders-objective
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01-21-2015, 02:17 AM | #188 |
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alaswell commented on issue fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID'):
haha no worries :smile:View on Github |
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02-01-2015, 10:25 AM | #189 |
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squeek502 created fortressforever/fortressforever-scripts:fixes/font at 9bf9f7 (+1 new commit)
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02-01-2015, 10:25 AM | #190 |
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squeek502 opened pull request fortressforever/fortressforever-scripts#15 ('Improve HUD font: add Latin-1 Supplement and other missing chars')
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02-01-2015, 11:09 AM | #191 |
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squeek502 created fortressforever/fortressforever-scripts:cleanup/encrypted-scripts at 5d4aa7 (+1 new commit)
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02-01-2015, 11:09 AM | #192 |
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squeek502 opened pull request fortressforever/fortressforever-scripts#16 ('Unencrypt the player/weapon scripts')
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02-06-2015, 07:33 PM | #193 |
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ddm999 commented on issue fortressforever/fortressforever#7 ('Move all weapon + class balancing into code, remove weapon/class scripts'):
With values being moved into code, could this also open up the ability for more changes to classes / weapons with Lua? (Maybe being restricted to only in startup() to avoid confusion / brokenness.)View on Github |
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02-09-2015, 12:32 PM | #194 |
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caesyum commented on issue fortressforever/fortressforever#6 ('Remove excess maps from the default installation'):
From Mike's 25th October post above I would...View on Github |
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03-05-2015, 11:18 AM | #195 |
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BullyFF commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
https://soundcloud.com/tudberry/sharkffView on Github |
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03-05-2015, 11:18 AM | #196 |
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BullyFF commented on issue fortressforever/fortressforever#100 ('Add splashes for entities/players entering water'):
https://soundcloud.com/tudberry/sets/ffwaterstuffView on Github |
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03-05-2015, 09:29 PM | #197 |
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squeek502 opened issue fortressforever/fortressforever#111 ('Railgun charge sound loops forever in SourceTV demos')
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03-05-2015, 09:33 PM | #198 |
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squeek502 commented on issue fortressforever/fortressforever#111 ('Railgun charge sound loops forever in SourceTV demos'):
By the way, this only started happening after e756b5060669139d2904beb7c1594f6c6682ff54View on Github |
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03-05-2015, 09:40 PM | #199 |
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squeek502 commented on issue fortressforever/fortressforever#101 ('Add effect/sound while sharking'):
Thanks for helping out with this Bully, sorry I didn't respond earlier. I think what we'd ideally want is a subtle looping ripple sound, basically like the sound of a flowing stream/river.View on Github |
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03-05-2015, 09:43 PM | #200 |
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squeek502 commented on issue fortressforever/fortressforever#100 ('Add splashes for entities/players entering water'):
Thanks @BullyFF.View on Github |
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