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Buttons update #265
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Buttons update #265
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gauntlet snaps should logically take all health, rather than just 100, right?
haha fuck
please let me use a vector in this function
removed debug code
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i don't think this spraypaint cl_init change is supposed to be here. how do i know it's not gonna break the more recent version on the server? is there a way to remove it? the one in the commit called "fuck"
probably |
alright, i'll take a look at this after i'm finished with the pointshop stuff. |
…into buttons_update
oh yeah i forgot to fix this
@PYROTEKNIK do you wanna merge this? |
i have one more change in mind before it's ready. i'll try to get that soon |
button can now be triggered by touch and by damage
…Value into account. basically just the default hook but edited.
-Tweaked point prize value -The "nothing" effect will play a random soundscript with the speaker effect on it. -Removed rare effect which gauntlet snaps half the server, and replaced it with one that gives the player a gauntlet with 50 ammo. -tweaked bountyall to sometimes affect only kleiners, or both players and kleiners. kleiners get teleported around if it's just them and they get an increase in kill value. -rare chance to give prop or gun loot box -rare chance to set model to a temporary model -rare chance to teleport every kleiner bot to you -rare chance to get increased health -chance to put player into fast or slow motion
health bar will stay visible if health goes above default value
increased vertical variation because it really liked placing them very high up
removed annoying soundspam funny extra decal spray set spawnobject can spawn manhacks event that spawns a bfg projectile neck twist has a chance to fully invert your camera, timer should gradually return you to normal
i don't think the projectile uses this
glualint, documented each outcome
@swampservers i think this is ready. i ended up adding some more significant changes. |
error fix, changed text
Whenever you feel ready to, I need some input other than "stop adding to this". There's nothing useful I can do with just that in hindsight. If the issue is that you don't feel this is worth putting money into, feel free to not pay me for updating this. I just want it to be a good feature. I even made a bunch of changes you suggested because I agree this should not be some major activity on the server. The point of buttons is to create infrequent, less predictable events, and i think that kind of stuff can be stimulating for the server. The goal behind adding more things for it to do is to reduce the chances of the strictly good/bad outcomes. |
I didn't tell you that in hindsight, I have said it several times to you over the past months. This random button feature does not need more outcomes. The gamemode is not hide and seek. If you want to be helpful, work on the widget/gadget thing for editing customizer props. |
I intend to resume work on the customizer thing, but it's really bothering me to continue leaving projects unfinished. |
ENT.Category = "PYROTEKNIK" | ||
ENT.Spawnable = true | ||
ENT.AdminSpawnable = true | ||
HIDDENBUTTON_TRANSMIT_DISTANCE = 3000 |
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This value is so high it makes the implementation basically pointless
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local recip = RecipientFilter() | ||
recip:AddPVS(button:GetPos()) | ||
recip:AddPVS(button:GetPos() + button:GetUp()*3) |
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Pick one
return recip | ||
end | ||
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-- if the player is still finding them super consistently, even after being excluded from model transmission, force a shitty prize |
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How is that possible?
-buttons no longer post messages to global chat unless a player received points or it's relevant to other players. Any outcomes that are publicly announced are attributed to "the hilarious one"
-Improved placement variety. Will attempt to shift so they don't hang over surface edges or halfway inside surfaces
-Improved collision so that buttons can't be unpressable if they're visible.
-More things can happen
-Changed materials, easier to see from afar
-You can press them using damage or by touching them.