This release includes:
- The mod sample with all needed assets and demo maps.
- The dev-only package that includes only updated game libraries and FGD.
- The apk for Android (you'll need to manually put the featureful mod folder in your Android Xash3D-FWGS installation)
- Custom FGD provided by the community with related assets (like entity-specific icons and models) that might help the level designer.
Note: zhlt entities are not included in the FGD. You must add zhlt.fgd to your game profile configuration in the map editor.
If you already have a mod in development based on Half-Life Featureful read this article to get the idea how to apply the new SDK version for your project.
Changelog
Bugfixes
- When the weapon has a switch mode animation and it's switching the mode due to the reload (e.g. if it was scoped), the reload animation has a preference over the switch mode animation. Previously it might have skipped playing the reload animation. Thanks @seedee for reporting.
- Fixed trigger_killmonster and trigger_hurt_remote with
Instant Killspawnflag not killing their target if it has a power shield.
Weapons
- The weapon switch mode animation now interrupts the manual reload (on shotguns, etc.). Thanks @seedee for feedback.
- Added switch_mode_delay and switch_mode_delay_empty properties for weapon fire. This is a delay between the fire and the time when the weapon mode can be switched to a different mode.
Monsters
- Added HAssassin.Use and HAssassin.UnUse soundscripts for monster_human_assassin. They still use
HA_OKandHA_WAITsentence groups by default, but the soundscripts don't override the volume and the pitch as the sentences did before. It's up to you to configure the desired parameters via the soundscripts. - Ally monster_human_assassin now can jump when following the player in attempt to catch up. This is experimental for now and can't be turned off.
- Added
Custom Too Close DistanceandCustom Too Far Distanceparameters for flocking flyers. - Leeches blood color can be configured (they still don't have blood by default, like in Half-Life).
Time based damage
Time based damage (like poison) is now configurable via features/time_based_damage.json.
Antidote
The item_antidote got several features:
- Added Antidote.Pickup soundscript.
- The number of antidotes is now shown in HUD if
item_antidoteentry is defined in hud.txt. - When the antidote is used it give a temporary immunity to the time based damage of the following poison attacks. The duration is controlled by sk_antidote_time skill variable.
- Added Player.AntidoteUse soundscript - to play when antidote item is used.
Entity templates
- Added
"timed_nonlethal"and"timed_ignore_armor"properties for damage info objects. This allows to set the separate parameters for the time based damage (like lasting poison damage). - Added
"ignore_powershield"property for damage info objects.
Player inventory
- Added
"show_count_when_one"property for Player Inventory HUD. - Renamed
"default_sprite_alpha"property to"sprite_alpha"(the old name is still supported).
FGD
- Add missing
monster_shockroachentity to FGD. Thanks SovCounselor for reporting.