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Search found 97 matches
- Tue Apr 12, 2022 7:59 pm
- Forum: Superfighters Deluxe
- Topic: Video Compilation! (Quality production value)
- Replies: 17
- Views: 7237
Re: Video Compilation! (Quality production value)
Keep making this, you might be the first SFD youtuber to reach 10k subs, and hopefully make PewDiePie interested in the game. Once he posts like 3 videos, SFD community is reborn again and Gurt finally becomes a multi-millionaire from the Steam sales, which enable him to hire a full studio to develo...
- Fri Mar 25, 2022 6:11 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Events.ObjectCreatedCallback cannot detect IPlayer
- Replies: 0
- Views: 3300
Events.ObjectCreatedCallback cannot detect IPlayer
I cannot use Events.ObjectCreatedCallback to detect whether a new player is spawned. Minimal code example: Events.ObjectCreatedCallback.Start(os => { foreach (var o in os) { if (o is IPlayer) { Game.WriteToConsole(o.Name); } } }); By the way, I'd want to have a separate event to detect if a new play...
- Fri Mar 25, 2022 5:40 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Wrong initial IPlayer.CurrentCommandIndex value
- Replies: 0
- Views: 2493
Wrong initial IPlayer.CurrentCommandIndex value
When a player is spawned, the initial IPlayer.CurrentCommandIndex value is -1, this is inconsistent with the docs: CurrentCommandIndex[get] Returns the current command action index being processed. If this equals to PerformedCommandActionsCount then no more command actions are queued This means when...
- Thu Mar 24, 2022 7:45 pm
- Forum: ScriptAPI suggestions
- Topic: Add returned value for IObject.SetMaxFire()
- Replies: 0
- Views: 3246
Add returned value for IObject.SetMaxFire()
Some objects can't be set on fire (like metal barrel or the green cabinet). I'd like to know whether or not the object is flammable.
If possible, I'd also want a way to forcely set any objects on fire:
Code: Select all
var isSuccess = IObject.SetMaxFire()
Code: Select all
IObject.SetMaxFire(force: true)
- Sat Mar 19, 2022 3:02 pm
- Forum: ScriptAPI suggestions
- Topic: Add PlayerMeleeHitArg.MeleeAction
- Replies: 0
- Views: 2353
Add PlayerMeleeHitArg.MeleeAction
I'd like to have a way to know what melee action is being performed. Is the attacker doing a single punch, a combo or a knock out. Below is an example in code: public enum MeleeAction { Attack1, Attack2, Attack3 } public struct PlayerMeleeHitArg { public readonly int ObjectID; public readonly IObjec...
- Fri Mar 18, 2022 8:15 am
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Wrong IProjectile.ProjectileItem value
- Replies: 0
- Views: 2493
Wrong IProjectile.ProjectileItem value
When you use the tommy gun, the IProjectile.ProjectileItem value is ProjectileItem.SUB_MACHINEGUN instead of ProjectileItem.TOMMYGUN private static void OnProjectileCreated(IProjectile[] projectiles) { foreach (var projectile in projectiles) { // If it's a tommy gun: SUB_MACHINEGUN False True // If ...
- Tue Feb 22, 2022 7:21 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Lamp00 at 0 health doesn't get removed when calling IObject.Remove()
- Replies: 2
- Views: 2035
Re: Lamp00 at 0 health doesn't get removed when calling IObject.Remove()
Broken lamps have the _D suffix, so if you want to remove a broken lamp, use Lamp00_D I want to remove the "Lamp00", The "Lamp00" has the same sprite as "Lamp00_D" after being shot. It's just impossible to remove it, I've tried IObject.Destroy() and IObject.Remove(). Nothing has worked so far. Asto...
- Sun Feb 20, 2022 3:14 pm
- Forum: Superfighters Deluxe Problems and Bugs
- Topic: Lamp00 at 0 health doesn't get removed when calling IObject.Remove()
- Replies: 2
- Views: 2035
Lamp00 at 0 health doesn't get removed when calling IObject.Remove()
When you damage the lamp (object name Lamp00), it can never be removed using ScriptAPI: foreach (var o in Game.GetObjects<IObject>().Where(o => o.Name == "Lamp00")) { // If you comment this line, the code that runs in the next 5 seconds will work o.DealDamage(o.GetHealth()); } // Run after 5 seconds...
- Sat Apr 25, 2020 10:17 pm
- Forum: ScriptAPI suggestions
- Topic: Execute game command silently
- Replies: 2
- Views: 4079
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
https://i.imgur.com/Cv7xj1M.mp4
- Sat Apr 18, 2020 1:58 pm
- Forum: Superfighters Deluxe ScriptAPI
- Topic: Add radius and damage modifier params for IGame.TriggerExplosion()
- Replies: 0
- Views: 2755
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: 4232
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: 2660
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: 2660
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: 3577
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: 2951
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: 4096
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: 4079
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: 3577
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: 2885
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: 2579
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...