Dear forum users! In compliance with the new European GDPR regulations, we'd just like to inform you that if you have an account, your email address is stored in our database. We do not share your information with third parties, and your email address and password are encrypted for security reasons.
New to the forum?
Say hello in this topic! Also make sure to read
the rules.
Give us your input on how we may improve the ScriptAPI in the game in future versions.
-
-
The official Discord channel
Replies: 3
by
Hjarpe » Mon Nov 23, 2020 7:42 pm » in
General
First post
Attention superfighters!
Step right up, come on in, and join the super-official MythoLogic Interactive Discord server!
There are topics for Superfighters Deluxe, map-making, bug reports and feedback, excellent memes, as well as upcoming games like Filcher and Barbarian Odyssey.
Link:
It's like...
Last post
Woah, very nice! So many people have been asking around for this and now it finally exists.
- 3 Replies
- 18254 Views
-
Last post by tilt56
Mon Nov 23, 2020 11:42 pm
-
-
Forum rules
by
admin » Sun Feb 28, 2016 2:08 pm » in
General
Posting in any part of the forum will require you to follow these rules.
Breaking any of these rules will get you a warning, which will be recorded, or get your account locked depending on the severity of the post.
1) Do not post any abusive, obscene, vulgar, slanderous, hateful, threatening,...
- 0 Replies
- 30789 Views
-
Last post by admin
Sun Feb 28, 2016 2:08 pm
-
-
Add returned value for IObject.SetMaxFire()
by
NearHuscarl » Thu Mar 24, 2022 7:45 pm
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.
var isSuccess = IObject.SetMaxFire()
If possible, I'd also want a way to forcely set any objects on fire:
IObject.SetMaxFire(force: true)
- 0 Replies
- 3138 Views
-
Last post by NearHuscarl
Thu Mar 24, 2022 7:45 pm
-
-
Add PlayerMeleeHitArg.MeleeAction
by
NearHuscarl » Sat Mar 19, 2022 3:02 pm
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...
- 0 Replies
- 2274 Views
-
Last post by NearHuscarl
Sat Mar 19, 2022 3:02 pm
-
-
Be able to emulate or debug a server-restart
Replies: 2
by
Juansero29 » Sun Mar 14, 2021 3:47 pm
First post
On my server, the script going on needs some modifications memory usage and performance. This means after some days of being on, the server starts getting laggy and will finish crashing. That's why I had set the option of Auto Restart at a certain time. However, with my maps, it seems like the...
Last post
I'll definetly try that out on report here what happens. Thanks a lot Gurt.
- 2 Replies
- 3106 Views
-
Last post by Juansero29
Sat Mar 20, 2021 9:34 pm
-
-
Be able to test in map editor when a player connects in mid-game to the map
Replies: 4
by
Juansero29 » Fri Nov 13, 2020 10:40 am
First post
There's no way to currently test a player that connects to the server after the match has started, which makes it really painful to debug situations in which we want to handle player connections when a game is on going.
Bots can be added via the debug menu, but they have no User attached....
Last post
Just saw you added this in the last update! Thanks Gurt :)
- 4 Replies
- 3697 Views
-
Last post by Juansero29
Mon Jan 04, 2021 11:41 am
-
-
Player nickname in challenge
Replies: 1
by
Shock » Mon Mar 23, 2020 9:11 am
First post
I would like to suggest adding some script method that allows you to change player nickname and also hide symbol of team in some challenge...
Also, i am not coder and i don't know how that works, so i'm trying to suggest it correctly.
WHY?
1.Sometimes when you make plot-based challenges, you...
Last post
I agree with that, I've always wanted to do that since Operation Sunrise was released. Even in that campaign, the first player is meant to be named Gene and it is also coded in the script, however, since it's Player One, you'll never be able to see its nametag display Gene .
Also there's a lot of...
- 1 Replies
- 2977 Views
-
Last post by Mr Argon
Mon Jul 06, 2020 8:53 pm
-
-
Make certain IObjects hostile to bots
Replies: 2
by
NearHuscarl » Wed Feb 26, 2020 12:52 pm
First post
Currently bots only attack other players and streetsweepers that are not in the same teams, all other objects are neutral. I am making an auto turret that will be belonged to a certain team, bots will not attack it because it's just a combination of other objects that normally deems no threat to...
Last post
The path grid only allows for bots to understand how to press buttons. So if you make your ladder extendable using buttons it could be a work-around. This is how bots can call for elevators when the elevator is not around.
Otherwise I have plans to make some sort of hostile tile for bots in some...
- 2 Replies
- 3473 Views
-
Last post by Gurt
Fri Jun 19, 2020 9:17 pm
-
-
Execute game command silently
Replies: 2
by
NearHuscarl » Fri Apr 03, 2020 6:36 pm
First post
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)?
Last post
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
- 2 Replies
- 4000 Views
-
Last post by NearHuscarl
Sat Apr 25, 2020 10:17 pm
-
-
Add IPlayer.AimingPlayerID
Replies: 2
by
NearHuscarl » Fri Apr 03, 2020 5:35 pm
First post
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.
Last post
Yeah TargetPlayerID is ultimately what I want. I was having tunnel vision when I made that suggestion.
- 2 Replies
- 3490 Views
-
Last post by NearHuscarl
Wed Apr 08, 2020 12:35 pm
-
-
Add PlayerModifiers.CanDisarm
by
NearHuscarl » Mon Mar 23, 2020 4:05 pm
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...
- 0 Replies
- 2550 Views
-
Last post by NearHuscarl
Mon Mar 23, 2020 4:05 pm
-
-
Add category bit constants
Replies: 2
by
NearHuscarl » Sun Mar 22, 2020 7:17 pm
First post
I'd be nice to have a way to specify category bit by name instead of number which is less readable. Here is a helper class copied straight from my script. Maybe add more documentation to help scripters know what each one of these are about
public static class CategoryBits
{
internal const...
Last post
Whenever I need to fill the MaskBits parameter, I need to open that file which is a bit inconvenient. That's why I made this suggestion, make your code self-document would be nicer. This suggestion is not important to me, I already had this class but it may help other scripters since those maskbit...
- 2 Replies
- 3075 Views
-
Last post by NearHuscarl
Mon Mar 23, 2020 6:25 am
-
-
IObject.IsIndestructible
by
Danger Ross » Mon Mar 23, 2020 4:07 am
I would like to propose a read-only property of IObjects that allows us to differentiate destructible objects from map tiles. Without this distinction, it's impossible to tell between the two; dynamic objects are not always damageable ones and objects with one hitpoint aren't always indestructible.
- 0 Replies
- 2434 Views
-
Last post by Danger Ross
Mon Mar 23, 2020 4:07 am
-
-
Add IProjectile.SetColor()
by
NearHuscarl » Sun Mar 22, 2020 6:55 pm
I'd like to be able to change the color of the projectile. Useful when you want to indicate players other custom powerup projectiles in script beside bouncing and fire.
- 0 Replies
- 2391 Views
-
Last post by NearHuscarl
Sun Mar 22, 2020 6:55 pm
-
-
Add IObject.SetMaxHealth()
Replies: 5
by
NearHuscarl » Thu Mar 05, 2020 3:22 pm
First post
It would be nice if you can override the default max health of an IObject similar to IPlayer
Last post
Ah I see, so it's not as simple as I thought. In my case I have a sentry gun that's made of smaller components:
As you can see, the body is made of several debris objects which have very low hp. But I want a much higher health for some of the turret components. I currently have this component...
- 5 Replies
- 5127 Views
-
Last post by NearHuscarl
Sun Mar 22, 2020 6:19 pm
-
-
Add second parameter in IGame.WriteToConsole() to filter log
by
NearHuscarl » Sat Mar 21, 2020 5:39 pm
I'd like to have a way to filter logging. Currently the log is very hard to read ('Cant find effect hit' or sth spams all the screen I cant read my log message). I can only analyze the log from SFD Map Debug window which only exists in the Map Editor
Game.WriteToConsole(string message, LogLevel...
- 0 Replies
- 2406 Views
-
Last post by NearHuscarl
Sat Mar 21, 2020 5:39 pm
-
-
[SOLVED] Add ejecting case effect.
Replies: 2
by
NearHuscarl » Wed Mar 11, 2020 5:30 am
First post
EDIT: Here is the solution
// shell IDs: ShellBig ShellSmall ShellShotgun ShellGLauncher
// created shells will be automatically removed after a while
IGame.CreateObject( ShellBig );
I'd like to have a way to spawn a case when the gun recoils. Currently the API to do that is not exposed.
Last post
Thanks for the hint. The AltGr trick didn't work for me but I decompiled the game and get the ShellID from the weapon. It works perfectly now
- 2 Replies
- 3290 Views
-
Last post by NearHuscarl
Mon Mar 16, 2020 8:31 pm
-
-
Is there any way to make CFTXT colorable?
Replies: 2
by
Mr Argon » Thu Mar 05, 2020 10:52 pm
First post
It's probably not possible... probably... but I see that health kits display +25 or +50 floating texts, and those are green. I'd like to know if there is a way to color the text when using Game.PlayEffect()
PD: If this is not possible, consider moving this post to the small suggestions topic.
Last post
Good suggestion. I hope the devs will add this one.
- 2 Replies
- 3500 Views
-
Last post by NearHuscarl
Tue Mar 10, 2020 4:06 am
-
-
[SOLVED] Add the exploding barrel effect
Replies: 6
by
NearHuscarl » Sun Mar 01, 2020 1:18 pm
First post
Can you add a fifth parameter in IGame.SpawnProjectile() to show the explode effect when the bullet is out of the barrel?
Can you add the exploding barrel effect when bullet is going out of the barrel?
Last post
Thank you! I didn't know that, it works perfectly now. Gurt should update the EffectNames btw because I didn't see it
// Second argument Position is useless
// arg is IObject's Unique ID. the argument will be spawned at IObject.GetWorldPosition()
// arg is the weapon muzzle. So far I found
//...
- 6 Replies
- 5495 Views
-
Last post by NearHuscarl
Tue Mar 03, 2020 4:04 am
-
-
Various suggestions for IPlayer
Replies: 9
by
Mr Argon » Thu Feb 20, 2020 2:14 pm
First post
I have noticed that we can check if the player is a burned corpse but we can't actually check if it's a normal corpse. I mean, this is causing me a lot of trouble, PlayerDeathCallback executes when player dies and executes again if player's corpse got gibbed or fall down the map bottom. We should...
Last post
Well, I'll try with this on my script. By the way, i have to say that I'm making a custom script so I can't actually access to the editor itself, and I think that you can't actually instantiate IObjects via code. Anyways I'm trying this.
I need this because I disabled player input and then I call...
- 9 Replies
- 7332 Views
-
Last post by Mr Argon
Sat Feb 22, 2020 4:44 pm
-
-
IObjectText Color parameters
by
Danger Ross » Fri Aug 02, 2019 9:23 pm
The SetTextColor() method on text objects takes in a color type, but ignores its alpha component. Can this be changed?
I'm attempting to use text objects for pixel art animation, but because I don't have access to transparent pixels I can't animate it using SetTextColor() alone. I could use a work...
- 0 Replies
- 2604 Views
-
Last post by Danger Ross
Fri Aug 02, 2019 9:23 pm
-
-
Providing an interface for better handling of sound instances
Replies: 1
by
JakSparro98 » Sat Jan 26, 2019 10:59 pm
First post
When we use PlaySound() we cannot get the sound instance reference we just created by invoking the function, this makes us unable to perform the stop of a particular sound if needed, what I was thinking was a refactoring of the code in order to return a sound interface object (something like...
Last post
Sounds are built on the principle of fire-and-forget, deep in the engine. The server hasn't any knowledge of running sound-instances either so this won't happen.
If this is only a problem related to constantly hearing the death sound (after respawning) a better appoach would be to cancel the death...
- 1 Replies
- 2666 Views
-
Last post by Gurt
Wed Feb 06, 2019 8:18 pm
-
-
Providing a more precise target of where the script crashed
Replies: 4
by
JakSparro98 » Sat Dec 22, 2018 9:03 pm
First post
Today's situation is if some scripts crashes you are aware only of the stack trace, without the line were the crash occurred.
The exception thrown by the script engine should be handled by specifying the line of code that failed, I probably guess that a reason why that is already implemented is...
Last post
I see, I thought it was an exception warning like java does.
Yeah, even because this thread explains that you can attach VS and that is made for debugging the code when something happen on the developer's view, but when something is occurring when a user is playing is another story, and this...
- 4 Replies
- 4600 Views
-
Last post by JakSparro98
Sun Dec 23, 2018 4:18 pm
-
-
[Discontinued] ScriptAPI Suggestions
Replies: 16
by
JakSparro98 » Sun Feb 11, 2018 3:15 am
First post
This thread was discontinued due to the opening of an official dedicated section for posting ScriptAPI related suggestions, you can post your ideas here , as a brand new thread for each of them.
This topic is used to collect small ScriptAPI suggestions that, like his map editor counterpart, won't...
Last post
I will discontinue the use of this thread and leave a note to invite people to post their new suggestions on the new section instead, anyway this topic needs to be moved back to Ideas and Suggestions section.
- 16 Replies
- 11392 Views
-
Last post by JakSparro98
Wed Mar 07, 2018 8:56 pm
-
-
Sparklez (custom particles using api)
Replies: 3
by
Danger Ross » Thu Mar 02, 2017 4:03 am
First post
It would be nice if we could have our own specific colors used in particle effects to work in our favor. I'm not saying we should be able to add new sprites, but rather so we can customize existing particles by changing the colors.
Originally i was just thinking there could be a basic pixel...
Last post
bump
I also would like transparent particles of any color as well.
looking back on this, all we really need is the ability to create an effect with the parameters color , velocity , transparency and lifetime ... possibly also mass to calculate the fall vector (although not necessary perhaps). the...
- 3 Replies
- 4239 Views
-
Last post by Danger Ross
Thu Nov 30, 2017 3:26 am
-
-
Getting User Messages to use in API
Replies: 2
by
Armadyl5 » Tue Nov 28, 2017 5:36 pm
First post
hi :)
i Want to ask if there is a way to get what the player says in the chatbox .
my goal is to transfer a player's chat into dialogue ingame .
Last post
Can't Wait until They Add This Feature .
Thanks for The Reply Captain :D
- 2 Replies
- 3547 Views
-
Last post by Armadyl5
Tue Nov 28, 2017 6:08 pm
-
-
Visually debugging by drawing shapes
by
JakSparro98 » Tue Nov 28, 2017 5:35 pm
I would suggest a way for drawing debugging shapes on map editor, primitive shapes like straight lines, rectangles or circles that can be used to see visively some code algorith difficult to adjust, the color should be similar to the already existent mouse debug line used for moving objects in the...
- 0 Replies
- 2488 Views
-
Last post by JakSparro98
Tue Nov 28, 2017 5:35 pm
Forum permissions
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum