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

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

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

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@fourZK
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@fourZK fourZK commented Jul 25, 2020

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

Comment thread Base.rte/Scenes/Objects/Bunkers/BunkerBits/BunkerBits.ini Outdated
Comment thread Base.rte/Scenes/Objects/Bunkers/BunkerBits/Spikes/Spikes.ini
Comment thread Base.rte/Actors/Mecha/AIBox/AIBox.ini
Comment thread Base.rte/Actors/Mecha/AIBox/AIBox.ini
Comment thread Base.rte/Actors/Mecha/AIBox/AIBox.ini
Comment thread Base.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/Ladders.ini Outdated
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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Comment thread Base.rte/AI/HumanBehaviors.lua Outdated
Comment thread Base.rte/AI/HumanFunctions.lua
Comment thread Base.rte/AI/HumanFunctions.lua Outdated
Comment thread Base.rte/AI/NativeHumanAI.lua

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

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

Comment thread Base.rte/Devices/Tools/GrappleGun/Grapple.lua
Comment thread Base.rte/Devices/Tools/Scanner/ScannerHeavy.lua
Comment thread Base.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);
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Looks like there's some odd whitespace here.

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

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

Comment thread Base.rte/Scenes/Objects/Bunkers/BunkerSystems/Ladders/LadderBG.lua Outdated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

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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)
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@garethyr garethyr Aug 15, 2020

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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 development Aug 16, 2020
@garethyr garethyr deleted the 4zk-content branch August 16, 2020 23:57
This was linked to issues Sep 5, 2020
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Add AI Boxes Make diggers better

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