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Search found 89 matches

by NearHuscarl
Sat Apr 25, 2020 10:17 pm
Forum: ScriptAPI suggestions
Topic: Execute game command silently
Replies: 2
Views: 1309

Re: Execute game command silently

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
by NearHuscarl
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...
by NearHuscarl
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.
by NearHuscarl
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.
by NearHuscarl
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 ...
by NearHuscarl
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.
by NearHuscarl
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
	});
}
by NearHuscarl
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...
by NearHuscarl
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)?
by NearHuscarl
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.
by NearHuscarl
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, ...
by NearHuscarl
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...
by NearHuscarl
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.
by NearHuscarl
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...
by NearHuscarl
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....
by NearHuscarl
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?
by NearHuscarl
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
}
by NearHuscarl
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...
by NearHuscarl
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.
by NearHuscarl
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...