Due to the high volume of logic in this map, LAG WILL OCCUR! To mitigate this...
Engineer Buildings
Missions
Relays
Tags
Known issues
Read the rest of this update entry...
- Removed big func_nav_prerequisite on beach telling robots to go to CP1 (now just uses one block trigger at BLU spawn)
- Fixed bug with a filter that tracking RED or obj_* (not RED and obj_*).
- Switched to condition-reapplication loop-system my other map uses. (Berserker)
- Reduced number of entities each Engineer building uses.
- Enhanced areaportals and hint/skip to improve performance in certain areas.
- Sapper now on weapon whitelist, due to not being deletable!
- Fixed crash where a player could keep destructing/rebuilding fast enough as Engineer that it breaks the server. Caused due to filters processing NULL.
- (Hopefully) fixed nav bug where robots try to go through the closed RED-only door.
- After CP1 capture then the bomb spawning, robots will try to go to the bomb instead of the bombsite.
- Fixed areaportals not closing when doors close.
- Fixed Tankdoors not destroying buildings.
- Added feature allow users to go into thirdperson.
- Fixed bug with forward upgrade station where it didn't enable on pre-wave setup.
- Fixed bug with forward upgrade station where it locked players in melee permanently on wave start.
- Fixed the sun. Now it shines!
- (Hopefully) Fixed stuttering while floating on top of water. (I added a trigger_push on top of the water pointing downward)
Engineer Buildings
- All Buildings
- No longer regenerates. (Due to server performance issues)
- No longer needs to be at full health to work.
- Max HP now capped at 200. Bucket has 80.
- Buildings start at 50 HP (instead of 1). Bucket starts at full HP.
- (Test) Made prop parenting delay tighter to prevent ghost props.
- Buildings cost 50% to place compared to normal buildings.
- Ballista
- Now only costs 15 HP (from 18) to fire an arrow.
- Must be >65 HP to use it.
- Dummy
- Now only costs 15 HP (from 18) to become ubered.
- Must be >16 HP to use it.
- Uber lasts 3 seconds.
- Fixed bug where it flashed excessively.
- Grill
- Now gives infinite air jumps instead of increased jump height.
- Now only restores 50% HP always (instead of upgrading from 20/40/60/80/100% over time). Still heals in radius.
- Only requirement to create Meat is it must have >16 HP. Meat costs nothing.
- Meat respawns after 3 seconds of pickup.
- Reduced buff time from 10 seconds to 8 seconds.
- No longer makes HPKit pickup sound everywhere.
- Fixed bug where Huntsman arrow igniter was disabled on first construction.
- Fixed bug where meat buffs were given on first construction.
- Fixed bug where meat would have incorrect angles after being hauled then placed.
Missions
- Added actual medieval mission from Winterbridge (Frozen Fortitude).
- Janitor Aisle 5: Actually fixed the final wave not being beatable. Money on wave clear now divisible by 50. Armored Super Champ no longer overheals.
- Rottenburg Intermediate: Most enemies now use melee only.
Relays
- relay_oceanlevel_raise - "FireUser1" and "Trigger" raises ocean by 1 and sounds alarm. "FireUser2" raises by 2, "FireUser3" raises by 3. Fireuser4 does nothing.
- relay_oceanlevel_lower - "FireUser1" and "Trigger" LOWERS ocean by 1 and sounds alarm. "FireUser2" lowers it by 2, "FireUser3" lowers it by 3. Fireuser4 does nothing.
- upgradestation_forward_midwave_relay - "FireUser1" to enable, "FireUser2" to disable. Comes with messages.
- cp1_relay - "FireUser1" Set CP1 to RED. "FireUser2" Set CP1 to BLU.
- cp1_ironman_relay - "Enable" When CP1 is captured by BLU, RED can recapture. Upon RED cap, all bombs explode (dealing damage to BLU) and reset.
- relay_once_cp1_oceanlevel_raise - "ForceSpawn" Can use up to 3 times. Upon BLU cap CP1, water rises by the amount of times used.
- relay_once_cp1_oceanlevel_lower - "ForceSpawn" Can use up to 3 times. Upon RED cap CP1, water lowers by the amount of times used.
Tags
- bot_giant - Tag for giants. Currently does nothing.
- bot_gatebot - Tag for gatebots. All bots use this before CP1 capture. Prevents any intel from being carried (until CP1 is captured, at which point it is removed.
- bot_chargin - Bot is constantly charging like a Demoknight.
- bot_milked - Applies target with Mad Milk.
- bot_jarated - Applies target with Jarate.
- bot_invisible - Applies Spy's invisibility cloak on target.
- bot_healing - Target is healed constantly, up to overheal 200%.
Known issues
- No notice signs on what height each water level is.
- Can't haul gunslingers.
Read the rest of this update entry...