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VERSION{v2.33}
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updated to v2.33
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springraaar committed Nov 5, 2023
1 parent c9ea58c commit eb3031d
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Showing 101 changed files with 1,388 additions and 378 deletions.
Binary file modified bitmaps/loadpictures/loadscreen2.jpg
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8 changes: 8 additions & 0 deletions changelog.nfo
@@ -1,3 +1,11 @@
2023/11/05 ------------------ NOTES v2.33 ----------------------

--- Balance / Mechanics

- Commanders moving in and out of deep water get a consistent 1 second aiming restriction when changing weapons
(a visual effect was also added for the transition)


2023/11/02 ------------------ NOTES v2.32 ----------------------

--- New commander morph forms
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34 changes: 34 additions & 0 deletions gamedata/explosions/nanosequence.tdf
Expand Up @@ -506,6 +506,40 @@
}
}



[WEAPONCHANGE]
{
[nanoparticles]
{
class=CExpGenSpawner;
[properties]
{
pos=-8 r16,0,-8 r6;
explosionGenerator=custom:DRONEBUILDNANO;
}
air=1;
water=1;
ground=1;
underwater=1;
count=1;
}
[glow1]
{
class=CExpGenSpawner;
[properties]
{
pos=0,0,0;
explosionGenerator=custom:BUILDGLOW;
}
air=1;
water=1;
ground=1;
underwater=1;
count=1;
}
}

[AUTOBUILD]
{
[nanoparticles]
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39 changes: 39 additions & 0 deletions gamedata/sidedata.tdf
Expand Up @@ -882,6 +882,45 @@
canbuild35=aven_nano_tower;
canbuild36=aven_long_range_rocket_platform;
}
[aven_u7commander]
{
canbuild1=aven_metal_extractor;
canbuild2=aven_solar_collector;
canbuild3=aven_bio_dome;
canbuild4=aven_wind_generator;
canbuild5=aven_energy_storage;
canbuild6=aven_metal_storage;
canbuild7=aven_power_node;
canbuild8=aven_scout_pad;
canbuild9=aven_light_plant;
canbuild10=aven_aircraft_plant;
canbuild11=aven_shipyard;
canbuild12=aven_light_laser_tower;
canbuild13=aven_pelter;
canbuild14=aven_radar_tower;
canbuild15=aven_adv_kbot_lab;
canbuild16=aven_geothermal_powerplant;
canbuild17=aven_sentinel;
canbuild18=aven_stasis;
canbuild19=aven_defender;
canbuild20=aven_dragons_teeth;
canbuild21=aven_fortification_wall;
canbuild22=aven_large_fortification_wall;
canbuild23=aven_fortification_gate;
canbuild24=aven_gunner;
canbuild25=aven_comsat_station;
canbuild26=aven_sonar_station;
canbuild27=aven_tidal_generator;
canbuild28=aven_torpedo_launcher;
canbuild29=aven_hovercraft_platform;
canbuild30=aven_adv_vehicle_plant;
canbuild31=aven_adv_aircraft_plant;
canbuild32=aven_adv_shipyard;
canbuild33=aven_commander_respawner;
canbuild34=aven_upgrade_center;
canbuild35=aven_nano_tower;
canbuild36=aven_long_range_rocket_platform;
}
[aven_construction_ship]
{
canbuild1=aven_metal_extractor;
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55 changes: 43 additions & 12 deletions scripts/aven_commander.bos
Expand Up @@ -157,7 +157,7 @@ Build()

checkUnderwater()
{
var currentHeight, oldState;
var currentHeight, oldState, i;
while(TRUE)
{
currentHeight = GET GROUND_WATER_HEIGHT(GET UNIT_XZ);
Expand All @@ -179,39 +179,65 @@ checkUnderwater()
{
if(bUnderwater)
{
canAim1 = FALSE;
//hide emg stuff
hide lemg;

//TODO show weapon morph stuff
sleep 10;

// effects
i=0;
while(i < 5)
{
emit-sfx 1024+8 from lemg;
i=i+1;
sleep 100;
}

//show torpedo stuff
move torpedo to y-axis [0.000000] now;
show torpgun;
show torpedo;
// effects
i=0;
while(i < 5)
{
emit-sfx 1024+8 from torpgun;
i=i+1;
sleep 100;
}


sleep 200;
canAim1 = FALSE;
canAim2 = TRUE;
}
if(!bUnderwater)
{
canAim2 = FALSE;

//hide torpedo stuff
hide torpedo;
hide torpgun;
move torpedo to y-axis [0.000000] now;


//TODO show weapon morph stuff
sleep 10;
// effects
i=0;
while(i < 5)
{
emit-sfx 1024+8 from torpgun;
i=i+1;
sleep 100;
}

//show emg stuff
show lemg;

// effects
i=0;
while(i < 5)
{
emit-sfx 1024+8 from lemg;
i=i+1;
sleep 100;
}

sleep 200;
canAim1 = TRUE;
canAim2 = FALSE;
}
}

Expand Down Expand Up @@ -608,6 +634,11 @@ QueryTertiary(piecenum)
AimTertiary(heading, pitch)
{
bAiming = TRUE;
if( bBuilding || !canAim1)
{
sleep 100;
return (0);
}

// if it's not going to be able to fire on the next ~2s, don't try to aim
if ((get WEAPON_RELOADSTATE(3)) > (get GAME_FRAME) + 40)) { return(0); }
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56 changes: 44 additions & 12 deletions scripts/aven_u1commander.bos
Expand Up @@ -159,7 +159,7 @@ Build()

checkUnderwater()
{
var currentHeight, oldState;
var currentHeight, oldState, i;
while(TRUE)
{
currentHeight = GET GROUND_WATER_HEIGHT(GET UNIT_XZ);
Expand All @@ -181,41 +181,69 @@ checkUnderwater()
{
if(bUnderwater)
{
canAim1 = FALSE;

//hide emg stuff
hide lemg;
hide lc2;

//TODO show weapon morph stuff
sleep 10;
// effects
i=0;
while(i < 5)
{
emit-sfx 1024+8 from lemg;
i=i+1;
sleep 100;
}

//show torpedo stuff
move torpedo to y-axis [0.000000] now;
show torpgun;
show torpedo;


sleep 200;
canAim1 = FALSE;
// effects
i=0;
while(i < 5)
{
emit-sfx 1024+8 from torpgun;
i=i+1;
sleep 100;
}

canAim2 = TRUE;
}
if(!bUnderwater)
{
canAim2 = FALSE;

//hide torpedo stuff
hide torpedo;
hide torpgun;
move torpedo to y-axis [0.000000] now;


//TODO show weapon morph stuff
sleep 10;
// effects
i=0;
while(i < 5)
{
emit-sfx 1024+8 from torpgun;
i=i+1;
sleep 100;
}

//show emg stuff
show lemg;
show lc2;

sleep 200;
// effects
i=0;
while(i < 5)
{
emit-sfx 1024+8 from lemg;
i=i+1;
sleep 100;
}

canAim1 = TRUE;
canAim2 = FALSE;
}
}

Expand Down Expand Up @@ -613,7 +641,11 @@ QueryTertiary(piecenum)
AimTertiary(heading, pitch)
{
bAiming = TRUE;

if( bBuilding || !canAim1)
{
sleep 100;
return (0);
}
// if it's not going to be able to fire on the next ~2s, don't try to aim
if ((get WEAPON_RELOADSTATE(3)) > (get GAME_FRAME) + 40)) { return(0); }

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Binary file modified scripts/aven_u1commander.cob
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