From 1186081203fa239fd923da3f148d31e47b50ed4f Mon Sep 17 00:00:00 2001 From: Jbleezy Date: Tue, 27 Mar 2018 20:43:28 -0700 Subject: [PATCH] Versus changes Versus: Scavenger weapon no longer damages enemies Versus: added fade out and fade in effect to all round restarts Versus: no longer takes tactical grenades after being used --- README.md | 6 +----- maps/_zombiemode_grief.gsc | 38 ++++++++++++++++---------------------- 2 files changed, 17 insertions(+), 27 deletions(-) diff --git a/README.md b/README.md index 83a5571b..f25713de 100644 --- a/README.md +++ b/README.md @@ -946,7 +946,6 @@ * Unlimited zombies ## TODO: -* Gersch: after teleporting through a Gersch, allow players to teleport back to the Gersch's location through the portal? (will probably cause players to get out of map) * Add collision boxes near invincibilty spots on maps * Moon: fix sliding sound keep playing when off object * Fix zombies sounds on classic maps to sound like they are coming from the correct direction @@ -1005,14 +1004,11 @@ * Fix Ballistic Knife first raise anim (shows knife at very bottom center of screen at end of anim) ## GRIEF TODO: -* Make Scavenger weapon not damage players on enemy team -* Add fade out and fade in effect to all round restarts -* Fix line on top right of screen with CDC viewmodel (happens with Scoped Kar98k in hand) * Meat: fix dive to prone anim from looping (tried to fix same way as other weapons but didn't work) * Add EMP grenades to grief * Add new grief damage fx * Fix turret attacking team of player that activated turret (if cant fix, then make turrets attack anyone to make it fair) -* Gun Game: fix rare bug where multiple gun increment powerups spawn (not sure what causes it, not caused from killing multiple zombies from the same shot) +* Gun Game: fix rare bug where multiple gun increment powerups spawn (might be fixed, not sure what causes it, not caused from killing multiple zombies from the same shot) ## TESTING: * Moon: check if you can hack box while it is spawning in diff --git a/maps/_zombiemode_grief.gsc b/maps/_zombiemode_grief.gsc index c2286de8..d3351b53 100644 --- a/maps/_zombiemode_grief.gsc +++ b/maps/_zombiemode_grief.gsc @@ -142,7 +142,7 @@ post_all_players_connected() { players[i] setup_grief_msg(); - players[i] thread take_tac_nades_when_used(); + //players[i] thread take_tac_nades_when_used(); } } @@ -437,27 +437,23 @@ grief(eAttacker, sMeansOfDeath, sWeapon, iDamage, eInflictor, sHitLoc) if(sWeapon == "mine_bouncing_betty" && self getstance() == "prone" && sMeansOfDeath == "MOD_GRENADE_SPLASH") return; - //only nades, mines, flops, and scavenger do actual damage - //TODO - add molotov damage + //only nades, mines, and flops do actual damage if(!self HasPerk( "specialty_flakjacket" )) { //80 DoDamage = 25 actual damage if(sMeansOfDeath == "MOD_GRENADE_SPLASH" && (sWeapon == "frag_grenade_zm" || sWeapon == "sticky_grenade_zm" || sWeapon == "stielhandgranate")) { //nades - //if(self.health > 25) self DoDamage( 80, eInflictor.origin ); - //else - // radiusdamage(self.origin,10,self.health + 100,self.health + 100); } else if( eAttacker HasPerk( "specialty_flakjacket" ) && isdefined( eAttacker.divetoprone ) && eAttacker.divetoprone == 1 && sMeansOfDeath == "MOD_GRENADE_SPLASH" ) { - //flops - self DoDamage( 80, eAttacker.origin );//for flops, the origin of the player must be used + //for flops, the origin of the player must be used + self DoDamage( 80, eAttacker.origin ); } - else if((sMeansOfDeath == "MOD_GRENADE_SPLASH" && (is_placeable_mine( sWeapon ) || is_tactical_grenade( sWeapon ) || sWeapon == "sniper_explosive_zm" || sWeapon == "sniper_explosive_zm"))) + else if( sMeansOfDeath == "MOD_GRENADE_SPLASH" && (is_placeable_mine( sWeapon ) || is_tactical_grenade( sWeapon )) ) { - //claymores, spikemores, betties, dolls, and scavenger + //tactical nades and mines self DoDamage( 80, eInflictor.origin ); } } @@ -756,10 +752,7 @@ round_restart(same_round) wait(1); - if(level.gamemode == "snr") - { - fade_out(1, false); - } + fade_out(1, false); SetTimeScale(1); @@ -861,17 +854,18 @@ round_restart(same_round) else level thread play_sound_2d( "sam_nospawn" );*/ - flag_clear("round_restarting"); //had to put here instead of the very end, since display_round_number is a timed function and if this flag isnt cleared players cant take damage from traps (and at this point players are spawned back in) + //had to put here instead of the very end, since display_round_number is a timed function and if this flag isnt cleared players cant take damage from traps (and at this point players are spawned back in) + flag_clear("round_restarting"); - if(level.gamemode == "snr") - { - level thread fade_in(0, 1, true); + level thread fade_in(0, 1, true); - for(i=0;i