by RedDynasty » Sun May 27, 12 1:21 pm
Everyone, its done.
I tested yesterday and it worked, but it has some major bugs so im going to paste the report i sent atrey:
"-Npcs subclassed into the TNMPawn will have DT_Sprite by default and an eagle( icon of the actor class) stuck to them
-I dont know if the protection augs( enviro, ballistic, emp, energy) reduce the damage( this is because the effects are not showing up when u shoot them with the corresponding wep)
-EMP nades dont take the aug energy like in tnm( but i think thats a seperate emp nade class)
Good parts:
-Npcs with targeting aug have increased accuracy
-Npcs with speed aug run fast( but not as fast as in tnm, not sure)
-Npcs turn off augs when fleeing( EXCEPT cloak)"
Atrey suggested i should include the PlayerDetected() function but for that i need help.
Although its not a big deal since the augs are allways on, in cagematch, it will be a challenge.
EDIT: 2 things i gotta add:
1-I think the protection augs work. This is because i shot a npc (with enviromental protection ) with a poison dart and he only got hurt by the dart, not by the after poison effects.
2-I just reminded that treskton( yes its spelled that way, im not refering to Trestkon), the evil clone of Trestkon, has a script that copies what ever augs the player class has( as long as they are TNM augs).
Adding him to cagematch has an advantage and a disadvantage.
The advantage is that we can experiment with the new aug that poor made in( not going to mention it due to him not wanting, we have to respect him),and if its successfull, we have a new way of testing custom augs.
The disadvantage is that it will require some replacement in the code and probably some bugs which can cause him to be overpowered.
Last edited by
RedDynasty on Sat Jun 02, 12 4:42 pm, edited 4 times in total.
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