New folder structure = new Major Version, you can delete the old versions.
Ramblings:
With Vscript coming to TF2, I figured I'd update Box Of Features with my latests prefabs before they become outdated.
These two prefabs were meant for MC_Labs15's Sizzlin' Spookfest, and I did actually finish them before the deadline, but not the map...
That map is on hold tho, dunno if I'll ever be able to complete it
The incremental PowerUps are called "
Augmentations", and I sure am proud of the logic (adding a powerup that works for every player costs only ~40 entities).
Currently there are 5 powerups:
+Health,
+WeaponMastery,
+Agility,
+Regen,
+Resistance.
Augmentations teaches:
- The power of trigger_multiple's StartTouch, good luck learning that tho, so I'll just explain it here:
StartTouch allows to start a new I/O chain with the toucher as the !activator, which means that if used correctly you get to ignore the fact that !caller pretty much never works.
- AddOutput adds an output instantaneously, which means you can immediately trigger the output.
Homing rockets teaches:
- How to fix a trigger_push when spawned with a diffrent angle from the one in the point_template's.
- Using filter_activator_names in point_templates.
Full Changelog:
- Updated item_powerup_rune to have the default team as 0 and be pickable by both classes instead of 4 and be unpickable
- Added missing targetnames in smooth_camera
-
New Prefab: Homing Rocket (base)
-
New Prefab: Homing E-Rocket
-
New Prefab: Augmentation
- Added a Gizmo Model (credit to
@RIPY ) with an "origin" attachment set at 0 0 0 pointing eastward
- Changed main material folder to "/custom/box_of_features/materials"
- Added sprite "whitestripe"
- Added tool material "block_los_2"
ToDo:
- Update Amplifier to use a filter_activator_name instead of filter_activator_class.
- Cancel pending the powerup item cleanup routine when the powerup item is picked up.
- Add prefab for blank powerup item.
- Merge the onpickup and ondeath powerup policies since they are the same.
- Add those prefabs that change a filter_activator_name's filtername given the player's ID since trigger_multiple can't update its filter but the filter itself can be updated.