apetavern / fortwars Goto Github PK
View Code? Open in Web Editor NEWFortwars is a CTF team game for s&box with an emphasis on building.
License: MIT License
Fortwars is a CTF team game for s&box with an emphasis on building.
License: MIT License
We need RPC messages for:
Sniper scope doesn't work right: performance is bad, HUD flickers, weapon renders in scene when it shouldn't
Possibly just show the icons in multiple rows or show 4 random ones instead of the full list every time
Should probably look into re-doing the menus using some of the new Graphics
class. I don't think it supports circles yet, but once it does, this would be a good thing to look at doing, rather than trying to hack together a baked texture for every radial wheel
Recoil strength seems to vary based on ping and is either way too small or breaks the character's neck
I was thinking a remover tool that only works on your own blocks, so you can have a situation where you spawn a block, it's the wrong size for the hole you're trying to plug, you can delete it and pick a larger one
Could make it a thing that costs time, like make it damage the block over time and slowly destroy it, so there's a penalty for fucking up your block spawn but it's not costing you extra materials
Could just use the USP model for now, maybe make it a blowtorch model later idk something damaging
Multiple people have had issues with UI flickering, it's visible in this https://www.youtube.com/watch?v=4RsbNPE6saA video
Originally posted by @ShadowBrian in #12 (comment)
fw_config
entity that allows them to configure block limits, player limits, spawn timers, etc.Halo-style grenades could be a useful addition for taking down forts and dealing splash damage.
Ideal implementation:
+iv_drop
/ InputButton.Drop
) should be used to throw a grenade.Possible references:
Animations aren't frozen properly with some guns (see SMGII) and often the iron sights for the gun don't line up with the center of the screen, meaning that players can't hit their shots properly.
Currently props just fall forever if they fall off the map- this needs fixing. Either make it use the kill trigger or add some sort of fall detection that makes it de-spawn after x seconds of falling?
Just a command to initiate global map votes for if rounds go on too long, probably need like 75% of the users playing to agree that it needs to happen or something, saying !rtv or !mapvote maybe
Spawning a metal block doesn't check whether the player can actually spawn it or not
We could do with adding fall damage to the players in order to nerf rocket jumping.
Oh right also, maybe add a delay/overflow on spawning props, if a player spawns more than like 3 in a short timespan give them a cooldown of like 5-10 seconds.
Originally posted by @ShadowBrian in #8 (comment)
This might fit here, the flag needs a more clear return cycle, part of it is particle work but some of it might also be UI work for conveying how far along the flag is to respawning and this being a little bar would also show it returning faster when you're in the flag's return zone.
You can still melt a block with the SMG, I feel like it needs a nerf.
And the RPG might be nice having a buff in damage.
Originally posted by @ShadowBrian in #8 (comment)
This shouldn't be possible. Ideally we should have some sort of trigger or brush that prevents this from happening, where blocks are not spawnable and will self-destruct if they enter these areas.
You can push props through the build wall by just scrolling out a bunch while standing in front of it, maybe we should look into dropping objects if they're being pushed into shit too hard and are way far away from desired position, or clamp the scroll distance if the distance is above a certain amount.
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