We've made some minor modifications after 1fxmod went open source. I'll just list some of them here so you're aware when you see different shit.
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Janno
- Extra cage entities and custom cage spawns - some maps are built in a way where we cannot put a large cage in any way we want to, so we have a possibility now to add custom cage spawns and custom cage entities (so various entities which only spawn during cagefight).
- Spawning cagefighters will not telefrag any more (especially when cage is put into hider spawn points)
- Drown mechanics - drown start, how fast you drown etc, we now can control them as well so we have the potential to explore certain water maps.
- Gametype-based automatic nolower/roof/whole/middle system - before the problem was that the whole auto system wasn't made to work with round-based gametypes, especially for H&S because the round might start with whole being open for example but then someone leaves and whole gets closed - seekers can't enter whole where you might be hiding. We changed the logic that on round-based gametypes, the auto system will only trigger an open/closed area on round start and notify the players of what is done.
- Blockseek - you guys are probably already familiar with that - we can block players from seeking instead of banning (dead game, lets ban the final players as well...)
- MM1 style - we have the ability now to make MM1 boost like RPG does, we're not sure if we're going to use it tho.
- RPG/L2A2/(MM1 if turned on) boost height is now a modifiable value
- RPG speed drain - we can now turn on that RPG speed drains over time (like invisible goggles). We're probably going to use that a lot more on maps especially because during lower-player times (< 10 players) with maybe only 1 seek, running RPG dogs are annoying as hell. So you can't run with your RPG 24/7. We can also control how fast the speed drains.
Janno
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