- Sep 3, 2018
- 388
- 194
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...