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Small Suggestions topic

Give us your input on how we may improve the game in future versions.
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Armadyl5
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Re: Small Suggestions topic

Post by Armadyl5 » Fri Dec 01, 2017 3:37 pm

JakSparro98 wrote:
Fri Dec 01, 2017 2:17 pm
Armadyl5 wrote:
Thu Nov 30, 2017 10:16 pm
Noble wrote:
Thu Nov 30, 2017 5:55 pm


Umh, why a separate command? You can do this while pressing down + grab by the way.
I Couldn't Find a Command The Asks the Bot to "Press Down" While Grabbing .


Another Suggestion , Adding Fall/Stagger/Deathkneel VIA Script That is not a Command , but Something You Can "Set" The Player to do , Just Like "SetMaxFire" , The Fall/Stagger/DeathKneel Commands are not working with User-Controlled Players .
If you want a controlled player to execute some script actions you should always disable the player input first with SetInputEnabled, then execute the command and finally restore the player input.

Here a little workaround for making bots to grab dead bodies.
Perform both the grab command and the start crouch command at the same time, then you need to call stop crouch when HoldingPlayerInGrabID in the grabbing bot is other than 0.
Off Topic
For these particular situations where there isn't the complete action you only need to remember that player command actions are executed with a virtual keyboard so think about a creative solution by combining different actions.

For example I used a start and stop crouch for making the bots climb multiple edges in both directions since a "detach from ledge" command wasn't available.
► Show Spoiler
Brilliant .

in the Script i Forgot That Commands Are Performed in order and not together , that's why the bot was not Performing What i Wanted .

Thanks for the Tip Cap . :)
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Post by Banisher » Sat Dec 09, 2017 3:48 am

Maybe slow down the animation for grabbing a player, to make it look a little neater? And maybe make the running grab different. The player uses sprint while holding r to charge at someone with a grab. the player can also jump while sprinting for a grab.
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Post by Kers » Thu Dec 14, 2017 6:02 am

Add a restart after certain time period for dedicated server? Right now the restart at certain time isn't enough because the server just crashed way too often.
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Post by SAURABH » Thu Dec 14, 2017 10:06 am

It's about Dedicated Server hosting :
So will there be option to start Dedicated Server on its own at start of pc without showing loading of tiles,etc.
Like mostly without user interaction.
Also players should get a message 1 minute before in "red color" from server that server will be restarting.
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Post by Gurt » Thu Dec 14, 2017 12:54 pm

SAURABH wrote:
Thu Dec 14, 2017 10:06 am
It's about Dedicated Server hosting :
So will there be option to start Dedicated Server on its own at start of pc without showing loading of tiles,etc.
Like mostly without user interaction.
Also players should get a message 1 minute before in "red color" from server that server will be restarting.
These features already exist today. If you missed the update notes the past months then read the help section for the server software.
To auto-restart you simply need to check the "Auto restart" checkbox in the settings for the server.
To auto-start on PC-boot you need to configure a few things.
1: You need to create a .bat file to boot up SFD as described in the help section.
2: This .bat file needs to be run during startup of your PC. This is done with autostart items.
Off Topic
The past month this "Small Suggestions topic" has been flooded with "BIG" impacting ideas with only ONE OR TWO sentences. We systematically ignore these sort of ideas as they are not elaborate enough. Please read the topic again what kind of ideas we are looking for in here.
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Post by Gurt » Thu Dec 14, 2017 1:07 pm

Kers wrote:
Thu Dec 14, 2017 6:02 am
Add a restart after certain time period for dedicated server? Right now the restart at certain time isn't enough because the server just crashed way too often.
I'm hosting our official maps on a daily basis. Haven't had a crash for like 6 months or so.

We know of a few cases where the server will crash due to malformed .sfdm maps or scripts performing specific operations at specific situations that we will just have to fix as we discover them. But we can only do that if we received the crash logs in our database or a detailed bug description here on the forum. Some crashes also happens because of user settings - SFD will most likely crash if the computer enters a power-saving mode after X hours for example (this is something each user must check themselves).

Some simple troubleshooting:
If you experience crashes often disable all scripts and activate them one at a time and let the server run. Once you notice the server starts to crash it's most likely the last script you activated that's the source of the problem (maybe it's just eating memory in some unoptimized loop somewhere).
Do the same thing with script-heavy maps. Once you have isolated the problematic scripts and/or maps ask the creator to improve them before using them again.
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Post by SAURABH » Sat Dec 16, 2017 7:09 am

It may be offtopic but if we're on this topic:
Is there a command like "-tosystemtray" which can be added after "-server -start" with help of which after system reboots the server starts but remains in background rather than showing user that SFD has even run.
(like many other startup programs).
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Post by KHKnBRD » Sat Dec 16, 2017 7:35 am

hi,there so if you guys will add the 2 player feature:

so it wont be that difficult for players , a feature that allows you to have ''2 keyboards'' and it will definitely great if there is a npc you can vs like the classic sf
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Post by Gurt » Sat Dec 16, 2017 11:05 am

SAURABH wrote:
Sat Dec 16, 2017 7:09 am
It may be offtopic but if we're on this topic:
Is there a command like "-tosystemtray" which can be added after "-server -start" with help of which after system reboots the server starts but remains in background rather than showing user that SFD has even run.
(like many other startup programs).
Yes, I see it's lacking from the documentation so I will add it for the next update. "-totray" is the command.
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Post by SAURABH » Sun Dec 17, 2017 9:31 am

Oh got it. Thanks.

Btw It still shows loading before going to system tray, so will it support to start and load in background in future?
Info : I tried some things to keep its loading hidden by choosing "minimized" option in shortcut properties but that would only minimize it while loading (not in bg).
However I would really like it to be kept as a background running process (if any option allowed), again like my antivirus software which always remains in system tray after pc boots.
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Post by Chibaku » Sat Dec 23, 2017 12:24 am

When descends grab to be able to use a pistol (revolver, magnum etc ...) and to shoot in the head and to take down the opponent
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Post by Kawabanga » Sun Dec 24, 2017 5:26 pm

It would be much more user-friendly, if the game (and/or editor) had a small window showing at least a simplified preview of how the map looks when clicking on its filename. With amount of maps counted in hundreds, they can be barely identified.
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Post by hyper copter » Mon Jan 08, 2018 10:21 am

Sometimes... Players forget to login, as a result of rush or anything else and it's annoying... I mean it takes some time to load on low end pcs and you will have to wait then exit or to alt+f4 to get out which may crash or lag the game/pc. And also... Some servers are only accesable for logged in accounts... Why not make it possible to login within the game for un-logged in accounts? Or even for logged in accounts if they wanted to change accounts?

Off topic: RIP grammer.
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Post by Armadyl5 » Thu Jan 11, 2018 11:36 am

Being able to Recolor the Gasmask00 and Helmet00 .
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Post by StarNord » Mon Jan 15, 2018 6:47 pm

A lil' birdy told me that there was a ricochet special ammo(basically, bouncy bullets) in the works, so i thought about every weapon in the game with bouncy bullets and after a short process of elimination i came around to the grenade launcher, and after deeming it a bit useless while at the same time kinda OP, i thought about grenades(the throwing variety) while yes it's a bit ridiculous, YOU HAVE TO ADMIT (atleast a little bit...) it would be cool to have super-bouncy grenades in SFD and even if it isn't that practical, it's just too fun to pass.

Every game needs silly shit like this, 'nuff said...
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Post by Motto73 » Tue Jan 16, 2018 9:51 pm

InvisibleBlockWeak. Just as the name says. Invisible block that has as much health as weak stones.
Pros:
- Custom hitboxes for objects that are made with backgroud objects
- Would be a logical continuation to the existing Invisible-tile-series
- Custom hitboxes for players (if used with scripts, for example making headshots possible for certain gamemodes)
Cons:
- None
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Post by StarNord » Fri Jan 19, 2018 5:05 pm

a crouch walking mechanic so that you can crawl down a vent(not roll down one) and give out teabags oprah-style because sharing is caring...

It can be activated by moving in any direction while holding down crouch and walk
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Post by Orkmat » Mon Jan 29, 2018 7:44 pm

I'm kinda sure that a Level or Ranked system will inspire more players to play and keep staying in the game
You also can add some customizable items unlocked by level or rating, that will identify players in the game
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Post by Armadyl5 » Thu Feb 15, 2018 11:11 pm

When you block a thrown item , if you have a melee weapon that is similarly strong to the thrown item you can just block it normally , if your blocking it with something weaker ? Stagger if your on ground and get knocked down if your in mid air , get injured (60/70%) while catching something sharp like a katana or an axe bare handed (you know ... since it's basically a very long sword ) , and get knocked down while trying to block/catch a heavy item (in mid air) .

in addition to giving players a reason to "Dodge" stuff , the reason for this is to not just catch everything unrealistically , this would bring back some dignity to throwing instead of it being a tennis match between players .
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Post by Tom Th3 Assasin » Fri Feb 16, 2018 12:30 am

Armadyl5 wrote:
Thu Feb 15, 2018 11:11 pm
When you block a thrown item , if you have a melee weapon that is similarly strong to the thrown item you can just block it normally , if your blocking it with something weaker ? Stagger if your on ground and get knocked down if your in mid air , get injured (60/70%) while catching something sharp like a katana or an axe bare handed (you know ... since it's basically a very long sword ) , and get knocked down while trying to block/catch a heavy item (in mid air) .

wtf
practically this would look like this:block a thrown machete with a hammer(weaker),having less than 25 hp your loss is marked(60-70%)?people doesnt even like 10%.Trying to catch sharp-''heavy'' weapon so that would hurt a strong muscular armed to a so called superfighter?BS.
So how much you could run away while a machete hits you?this is why roll and dives are inevitable to thrown objects in order to accommodate advantage of sheathing.

After my reply you would suggest 'dropping' in weaker melee weapons so you could catch stronger one,while you cant catch becus it is being sharp.....?
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