I want to create a slowmo effect to emphasize an important event just happened, like when the barrel exploded in vanilla game, the chat wouldnt show slowmo command. Here is an example
https://i.imgur.com/Cv7xj1M.mp4
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Search found 89 matches
- Sat Apr 25, 2020 10:17 pm
- Forum: ScriptAPI suggestions
- Topic: Execute game command silently
- Replies: 2
- Views: 1309
- Sat Apr 18, 2020 1:58 pm
- Forum: Superfighters Deluxe ScriptAPI
- Topic: Add radius and damage modifier params for IGame.TriggerExplosion()
- Replies: 0
- Views: 635
Add radius and damage modifier params for IGame.TriggerExplosion()
Right now you can only spawn an explosion with default damage and radius which is pretty op in many situations. Having the ability to customize the explosion would make it more useful. For example, to create melee weapon that explode on the last swing but with smaller explosion or create a big nucle...
- Wed Apr 15, 2020 12:37 pm
- Forum: Implemented ScriptAPI suggestions
- Topic: OnProjectileHit bouncy bullets are flagged for removal
- Replies: 2
- Views: 1161
Re: OnProjectileHit bouncy bullets are flagged for removal
I think technically the game spawns a new projectile with the deflected angle and removes the old one, which is not what happen visually, This should be a bug because RemoveFlag's only job is to indicate whether the bullet still survives or not, which it fails to do.
- Tue Apr 14, 2020 7:45 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Far background tiles can absorb projectiles?
- Replies: 2
- Views: 759
Re: Far background tiles can absorb projectiles?
Yeah I know. The value is wrong still. For your context, I was creating a const value for CollisionFilter which disables collision to all objects, just want to reference the value from the farbg to make sure I was right.
- Sun Apr 12, 2020 7:31 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Far background tiles can absorb projectiles?
- Replies: 2
- Views: 759
Far background tiles can absorb projectiles?
Far background tiles are not supposed to absorb projectiles, but the value from the collision filter contradicts the reality. public void OnStartup() { var fb = Game.CreateObject("FarBgShadow00A"); var cf = fb.GetCollisionFilter(); Game.WriteToConsole(cf.AbsorbProjectile, cf.ProjectileHit); // true ...
- Wed Apr 08, 2020 12:35 pm
- Forum: ScriptAPI suggestions
- Topic: Add IPlayer.AimingPlayerID
- Replies: 2
- Views: 778
Re: Add IPlayer.AimingPlayerID
Yeah TargetPlayerID is ultimately what I want. I was having tunnel vision when I made that suggestion.
- Sun Apr 05, 2020 6:36 pm
- Forum: Solved Bugs
- Topic: IGame.SpawnProjectile() not working when called in callbacks from ProjectileCreatedCallback
- Replies: 1
- Views: 683
IGame.SpawnProjectile() not working when called in callbacks from ProjectileCreatedCallback
Minimal sample code
Code: Select all
public void OnStartup()
{
Game.SpawnProjectile(ProjectileItem.BAZOOKA, Vector2.Zero, Vector2.Zero); // works
Events.ProjectileCreatedCallback.Start((p) =>
{
Game.SpawnProjectile(ProjectileItem.BAZOOKA, Vector2.Zero, Vector2.Zero); // not working
});
}
- Sun Apr 05, 2020 2:16 pm
- Forum: Implemented ScriptAPI suggestions
- Topic: Add IObject.DealDamage()
- Replies: 2
- Views: 1107
Add IObject.DealDamage()
I'd like to have a DealDamage() method in IObject similar to the one in IPlayer. Right now when dealing damage on an object, I have to check if the object is player, then call the DealDamage() if it is and call SetHealth(o.GetHealth() - damage) if it's not, which is a bit cumbersome. Adding DealDama...
- Fri Apr 03, 2020 6:36 pm
- Forum: ScriptAPI suggestions
- Topic: Execute game command silently
- Replies: 2
- Views: 1309
Execute game command silently
I need an option to execute the command without having to display them in the chat, like how CreateDialogue() works. So something like IGame.RunCommand(string command, bool showInChat)?
- Fri Apr 03, 2020 5:35 pm
- Forum: ScriptAPI suggestions
- Topic: Add IPlayer.AimingPlayerID
- Replies: 2
- Views: 778
Add IPlayer.AimingPlayerID
It'd be a great help if you can expose the ID of the player the bot is currently keeping track of when manually aiming. It'd remove the need of raycasting the player in range in my code, which is pretty costly performance-wise.
- Sat Mar 28, 2020 10:05 am
- Forum: Solved Bugs
- Topic: GameWorld.Update players (AI) failed
- Replies: 1
- Views: 716
GameWorld.Update players (AI) failed
This error happened when playing in Prime Time in Sunny City campaign, Chapter Esclation, a short time after the MeatGrinder boss appeared. It didn't show up after the first time though. There was an error during the test. Superfighters Deluxe v.1.3.5 - Unhandled Error Status: EditorTestRun, False, ...
- Fri Mar 27, 2020 6:21 pm
- Forum: Solved Bugs
- Topic: System.ArgumentOutOfRange exception
- Replies: 1
- Views: 541
System.ArgumentOutOfRange exception
https://i.imgur.com/J0rGgRa.png The exception name is misleading, the real exception that triggers this exception is the null reference exception. Here is the log https://i.imgur.com/KZavbg5.png Here is the relevant code public void OnStartup() { ScriptHelper.LogDebug("OnStartup()"); BotManager.Ini...
- Thu Mar 26, 2020 7:20 pm
- Forum: Implemented ScriptAPI suggestions
- Topic: Add RifleWeaponItem.EquipLazer && HandgunWeaponItem.EquipLazer
- Replies: 1
- Views: 1170
Add RifleWeaponItem.EquipLazer && HandgunWeaponItem.EquipLazer
I am writing a method to get all of the weapons in the inventory of an IPlayer and transfer it to another IPlayer. Right now there is no way to know if the player's guns are equipped with laser or not.
- Thu Mar 26, 2020 6:14 pm
- Forum: Solved Bugs
- Topic: PlayerWeaponRemovedActionCallback is not fired when the player was gibbed
- Replies: 1
- Views: 576
PlayerWeaponRemovedActionCallback is not fired when the player was gibbed
IPlayer.Kill() triggers the event normally but IPlayer.Gib() does not public void OnStartup() { var me = Game.GetPlayers()[0]; me.GiveWeaponItem(WeaponItem.MAGNUM); me.SetInputEnabled(false); me.AddCommand(new PlayerCommand(PlayerCommandType.DrawHandgun)); Events.PlayerWeaponRemovedActionCallback.St...
- Thu Mar 26, 2020 10:41 am
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: [SOLVED] Cannot set IProjectile.Position when it is ProjectileItem.GRENADE_LAUNCHER
- Replies: 0
- Views: 654
[SOLVED] Cannot set IProjectile.Position when it is ProjectileItem.GRENADE_LAUNCHER
The grenade launcher projectile keep falling although I set it to the same position in the update loop Code to reproduce private static IProjectile m_projectile; public void OnStartup() { var me = Game.GetPlayers()[0]; me.GiveWeaponItem(WeaponItem.GRENADE_LAUNCHER); Events.ProjectileCreatedCallback....
- Wed Mar 25, 2020 10:10 am
- Forum: Superfighters Deluxe ScriptAPI
- Topic: About bot logic in SFD
- Replies: 2
- Views: 1417
Re: About bot logic in SFD
Where can I read the rest of the series?
- Wed Mar 25, 2020 7:45 am
- Forum: Solved Bugs
- Topic: IGame.WriteToConsole() will throw exception when trying to print enum values
- Replies: 1
- Views: 611
IGame.WriteToConsole() will throw exception when trying to print enum values
You should be able to print out enum values without having to call ToString(). Code to reproduce:
Code: Select all
enum E { One, Two, Three }
public void OnStartup()
{
Game.WriteToConsole(E.One); // not working
Game.WriteToConsole(E.One.ToString()); // works
}
- Wed Mar 25, 2020 7:41 am
- Forum: Solved Bugs
- Topic: minor tweaks for IGame.WriteToConsole()
- Replies: 1
- Views: 590
minor tweaks for IGame.WriteToConsole()
Remove IGame.WriteToConsole(string message) I think the new overloading IGame.WriteToConsole(params object[] messages) can cover the old one use cases. I'd like to remove the old one because it conflicts with the new one when printing null value Game.WriteToConsole(null); // CS0121 The call is ambi...
- Tue Mar 24, 2020 12:45 pm
- Forum: Solved Bugs
- Topic: IPlayer.Disarm() doesn't spawn WpnGrenadesThrown when activated
- Replies: 1
- Views: 590
IPlayer.Disarm() doesn't spawn WpnGrenadesThrown when activated
When you disarm a player in melee while cooking grenade, the game will spawn a WpnGrenadesThrown instead of WpnGrenade. IPlayer.Disarm() always spawns WpnGrenade regardless if the grenade is activated or not.
- Mon Mar 23, 2020 4:05 pm
- Forum: ScriptAPI suggestions
- Topic: Add PlayerModifiers.CanDisarm
- Replies: 0
- Views: 667
Add PlayerModifiers.CanDisarm
One of my bosses that I am writing uses a grenade launcher, and because the weapon require reloading after every shot and is mostly used when aiming, it's very easy to disarm the boss. But I want the player only obtain the weapon after killing it as a reward. Currently my workaround is to re-equip t...