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Old 12-22-2014, 10:48 AM   #141
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alaswell commented on issue fortressforever/fortressforever#39 ('Update default maplist'):
I think that this should just mimic the new/updated default maps. Seems to me that if we are willing to include the map as part of the game we should be confident having it be part of the default maplist, right? With the exception of ff_dm at least.
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Old 12-22-2014, 08:24 PM   #142
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squeek502 commented on issue fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID'):
This should keep the variables and default them to false (and make any changes necessary to make that work) rather than removing the variables themselves. No reason to remove the possibility of this functionality if we already have it written.
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Old 12-22-2014, 08:26 PM   #143
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squeek502 commented on issue fortressforever/fortressforever#60 ('Investigate AvD round timing issues'):
Agreed with both @FDA- and @alaswell. For now, we should probably just revert to base_id, but some sort of straightforward round-timer-system would be nice to have. The current base_id_new is just too confusing at the moment.
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Old 12-23-2014, 08:41 AM   #144
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alaswell pushed 1 commit to fortressforever/fortressforever-scripts:features/id-defenders-objective

  • 120176 alaswell: 'Added back DEFENDERS_OBJECTIVE_ONFLAG and. DEFENDERS_OBJECTIVE_ONCARRIER plus code. Changed...'

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Old 12-23-2014, 08:41 AM   #145
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alaswell synchronized pull request fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID')

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Old 12-23-2014, 08:46 AM   #146
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alaswell commented on issue fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID'):
Yeah, that makes since lol...I fixed it :smiley:
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Old 12-27-2014, 01:25 AM   #147
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alaswell commented on issue fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID'):
That's actually a something that is wrong with the whole _ONFLAG and _ONCARRIER solution. IF _ONFLAG gets initialized to false and _ONCARRIER to true, it fucks shit up bad. Like if the carrier tosses/drops the flag or even dies (i think, hard to test with bots), the defender's will all follow that...
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Old 12-27-2014, 01:55 AM   #148
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alaswell pushed 1 commit to fortressforever/fortressforever-scripts:features/id-defenders-objective

  • 47d911 alaswell: 'Removed unnecessary/redundant info I added (thanks squeek :D)'

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Old 12-27-2014, 01:55 AM   #149
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alaswell synchronized pull request fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID')

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Old 12-27-2014, 03:01 AM   #150
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alaswell pushed 1 commit to fortressforever/fortressforever-scripts:features/id-defenders-objective

  • 6c5357 alaswell: 'Added DEFENDERS_OBJECTIVE_ONCAP global to allow for easy removal of D objective (completely) if...'

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Old 12-27-2014, 03:01 AM   #151
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alaswell synchronized pull request fortressforever/fortressforever-scripts#14 ('Fixed defender's objective tracking flag carrier ID')

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Old 12-27-2014, 03:33 AM   #152
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alaswell pushed 2 commits to fortressforever/fortressforever-scripts:features/avd-defenders-objective

  • 0ed27a alaswell: 'Removed unnecessary/redundant info I added (thanks squeek :D)'
  • dd72ea alaswell: 'May as well add this functionality to here too:. Added DEFENDERS_OBJECTIVE_ONCAP, _ONFLAG, AND...'

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Old 12-27-2014, 03:33 AM   #153
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alaswell synchronized pull request fortressforever/fortressforever-scripts#13 ('Fixed defender's objective tracking flag carrier AvD')

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Old 12-30-2014, 06:13 AM   #154
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R00Ki3 opened issue fortressforever/fortressforever#104 ('Allow Lua to get where damage occurs ')

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Old 12-30-2014, 06:27 AM   #155
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squeek502 commented on issue fortressforever/fortressforever#104 ('Allow Lua to get where damage occurs '):
You could approximate this using damageinfo:GetDamagePosition() and comparing it to the origin of the victim.
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Old 12-30-2014, 06:32 AM   #156
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R00Ki3 commented on issue fortressforever/fortressforever#104 ('Allow Lua to get where damage occurs '):
Ah i see, I really wasn't sure what that function was used for. Thanks Squeek.
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Old 01-08-2015, 10:32 PM   #157
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R00Ki3 opened issue fortressforever/fortressforever#105 ('Ability to change the color of AddHudText()')

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Old 01-09-2015, 12:07 AM   #158
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R00Ki3 closed issue fortressforever/fortressforever#104 ('Allow Lua to get where damage occurs ')

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Old 01-09-2015, 02:58 AM   #159
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bigoj opened issue fortressforever/fortressforever#106 ('Spy menu improvements?')

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Old 01-09-2015, 03:05 AM   #160
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bigoj commented on issue fortressforever/fortressforever#82 ('Get rid of single shotgun on as many classes as possible'):
many of the best scouts i see in ff peck at the enemy on their runs in different ways with the nailgun and super shotty for longer range...it is mildly effective at wearing down d for the meds....

for example when a flag is in the yard and a soldier is low on health and rocket jumping after...
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