mysteriousmilk / ns2_combatplusplus Goto Github PK
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License: MIT License
Recreation of Natural Selection Combat mode with with some tweaks and enhancements.
License: MIT License
Gorges should be awarded combat xp for babbler kills
The Command Station should be closed at all times even though there is no commander in it.
Since the Marines do not have a commander, there is no one to socket the PowerPoints. Start the game by socketing all the PowerPoint nodes.
Alternative Approach:
Allow player to interact with 'unsocketed' PowerPoints by pressing the USE key to socket them.
Once a marine buy's an exo, they should be locked in to that 'class'. This will prevent players from buying other players an exo.
This can be tested by enabling cheats and then using the command 'cppgiverank 10'
If a player places a sentry and that sentry kills someone, the player does not currently receive xp for the kill.
In CPPPointGiverMixin:OnPreKill check to see if the attacker is a sentry, look up its owner, and award combat xp to the owner.
This issue has a dependency on Issue #17 since it relies on looking up the structure's owner.
I am not exactly sure what the problems are
Remove Marine Infantry Portals and replace with a new spawn queue entity that has no physical model. Marines should still spawn with the same holo-marine model effect, just no physical model for the other team to 'destroy'.
Remove the Commander from the game. This includes the following:
If we could have tier abilities accessible via, number keys that would be great. Has been a lot of requests for it.
The starting structures for Marines and Aliens should be modified as follows:
Add the flame sentry to combat++
https://github.com/woozasmoddingteam/FlameSentry
This will replace the Robotics Factory that is currently on the Marine Buy Menu.
Create the GUI Script for the Alien Buy Menu (Evolution Chamber).
Even with sentries being hard capped at the moment, they still feel overpowering. The marines can place several of them in group, and without a sentry battery to take out, it pretty much means suicide for a skulk to take them out.
Recommend:
Bots don't leave the server, and players do not replace bots on a team, they simply join in with them.
https://steamcommunity.com/sharedfiles/filedetails/?id=1379162720
It's very annoying
Improve the respawn code so that it is more fast paced. Use the combat mod as an example.
Linux server and Linux client works fine, but Windows server and Linux client doesn't.
Windows server and Windows client also works fine.
I suspect this is due to case-insensitivity.
Its important that Combat++ be compatible with these quality-of-life mods for NS2. Need to evaluate if the mod in its current state is compatible, if not, see if changes can be made to make it compatible.
If compatibility cannot be supported natively, we need to consider other options such as creating a fork of NS2+ and Shine specifically for Combat++.
A big part of combat should be that you learn to play the lifeforms IMO. For that reason, no upgrade which has been bought with skill points you have gained by levelling up should be lost on death. You should instead respawn with the old upgrades.
You can do other things to encourage not dying, such as:
Currently, the Marine abilities that work on a cooldown (MedPack, AmmoPack, CatPack, Scan) are triggered with 'Q', 'Z', 'T' and 'H'. I'd like to still preserve the taunt ability and not override it.
I'd like to implement a radial menu that appears when the player presses and holds 'Q'. The abilities described above will be triggered now from the radial menu. It should still be a quick action. Rather than make the player be 'accurate' with clicking a button, we'll use the mouse position angle to the center of the radial menu to evaluate which action is being selected.
I could see the gorge abilities and structures being moved to a radial menu as well. There won't be enough real estate on the Alien Buy Menu to add the structures for the gorge to select.
Modify the Builder weapon to include a 'Create' mode, enabling Marines to place purchased structures.
Alien structures should spread infestation similar to a cyst or gorge tunnel.
For the time being, this can hopefully be tested by enabling cheats and using the command spawn <structure name>
in the console. The gorge structure building code is not yet implemented at the time of writing this issue.
There are several problems:
After you select a building to construct, you can never select a building again.
You will not be able to reselect the builder tool after unselecting it.
Each time you respawn, the builder tool will be reselected automatically.
You can build no matter how many skill points you have, i.e. you can reach reach negative skill points.
You do not regain your skill points when a structure is destroyed.
Make Sentries work without a Sentry Battery
Modify Gorge behavior to select structures to build from a popup radial menu. 'Q' will open the initial alien radial menu and the build menu will be a submenu from that. The ability will still exist, but move it to HUD slot 0.
Marines purchase weapons, upgrades and structures from a buy menu (accessed by pressing the 'Buy' key on the keyboard) instead of the armory, proto lab, etc.
In the original combat mod, when a player got a kill, their teammates in the area were also given a fractional amount of xp. Lets do the same here.
Some implementation details...
This can probably be implemented in its entirety in CombatScoreMixin.lua. The function CombatScoreMixin:AddCombatKill
would be a good starting point.
You only get XP for killing players, not for killing structures. Is this intended?
For example: If marines place a good configuration of sentries, they might rack up the kills while aliens try to break through. It seems unsatisfying that aliens would get no progression after they break through.
If you do intend to grant XP for structure kills, consider granting more XP the longer a structure was alive. (Maybe that could work for players too, now that I think of it.)
Right now, when a marine places a structure, that marine is not set as the owner of the structure. This will become problematic later on when trying to track who to give kill xp for when a sentry kills another player.
Its an easy fix. A the time of writing this, line 131 of CPPBuilder.lua needs to be uncommented and changed to:
struct:SetOwner(player)
Players should be limited on the number of of structures of a certain type they can place (2 pg, 1 obs, etc). Structures placed by players should die if the player leaves the team or game.
Cool mod
The level bar is faaaaaaaaaaaaaaaaar too obtrusive.
Move it somewhere better and more hidden, and make it smaller and also transparent.
The background of the buy menu should be a bit more transparent; it's too opaque right now.
The pop-ups for XP are also a bit too obtrusive, if they were more like the damage pop-ups, it would be better. Perhaps you could even annotate damages done with the XP you gained by doing it.
Compressed log file: log.txt.gz
Mods on the server:
This happened on ns2_co_biodome, just a minute after changing to it.
There were no errors prior to this.
Currently, the amount of assist XP awarded only depends on the dying player's rank. Should it also depend on the amount of damage you dealt?
The computation is already being done, but is unused:
This may have been do to conflict with another mod (as I have not seen it prior to the play test), but probably need to look how the combat mod handles this.
In order to make some of the structures useful and retain their abilities, the abilites normally invoked by the commander need to be available to the player. The idea is to add sub-menus to these structures. The player will walk up to the structure and press the 'Use' key. That will open a sub-menu GUI in the line-of-sight between the player and the structure (see attached).
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