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Here you can find ScriptAPI suggestions implemented in the game.
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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...
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Woah, very nice! So many people have been asking around for this and now it finally exists.
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Last post by tilt56
Mon Nov 23, 2020 11:42 pm
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Forum rules
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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,...
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Last post by admin
Sun Feb 28, 2016 2:08 pm
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Turn on sudden death when one of the last 2 teams only have one player left.
Replies: 1
by
mgtr14 » Mon Aug 10, 2020 10:11 pm
First post
I don't see why this isn't activated for such situations, it's fitting and it means the team with more players will go on the offensive which they probably have the option to do.
Last post
Adding to the ScriptAPI Game.ForceStartSuddenDeath(int suddenDeathTimeSeconds) so scripts can be created to active the sudden death whenever they want. Only works if sudden death is not yet activated. Allows you to change the timer too from the default 45 seconds.
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Last post by Gurt
Wed Aug 12, 2020 8:27 pm
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Add IObjectWeaponItem.MaxAmmo and IObjectWeaponItem.CurrentAmmo
Replies: 1
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NearHuscarl » Mon Mar 23, 2020 6:41 am
First post
I'm writing a modified version of the whip weapon for a boss that can retrieve the weapon the enemy is holding back to the them on every hit. The boss then will decide whether to equip the new weapon or not by comparing with the current weapon type and ammo. There is no way to tell how much ammo an...
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Added after v.1.3.5:
ScriptAPI: Added IObjectWeaponItem.GetCurrentAmmo(), IObjectWeaponItem.GetMaxAmmo() which returns current ammo for the item. Read documentation for details what it means for different weapon types.
IObjectWeaponItem:
///
/// Gets the current ammo for this weapon item....
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Last post by Gurt
Sun Apr 26, 2020 1:06 pm
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Add RifleWeaponItem.EquipLazer && HandgunWeaponItem.EquipLazer
Replies: 1
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NearHuscarl » Thu Mar 26, 2020 7:20 pm
First post
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.
Last post
Added after v.1.3.5:
ScriptAPI: Added IPlayer.CurrentPrimaryRangedWeapon and IPlayer.CurrentSecondaryRangedWeapon which both returns the same struct RangedWeaponItem which is the same representation as RifleWeaponItem and HandgunWeaponItem (they all three have the same properties).
ScriptAPI: Added...
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Last post by Gurt
Sun Apr 26, 2020 12:58 pm
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OnProjectileHit bouncy bullets are flagged for removal
Replies: 2
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Danger Ross » Wed Mar 25, 2020 10:26 am
First post
Is this by design or a bug?
I've noticed that bouncy bullets that impact something that would break a normal bullet trigger the same flags despite not being removed. It was a little confusing to me because intuitively I understand that the bouncy bullet would still survive and not be removed.
This...
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Fixed after v.1.3.5:
ScriptAPI: Added ProjectileHitArgs.IsDeflection, ProjectileHitArgs.DeflectionNormal to be able to read if a projectile hit is a deflection during ProjectileHitCallback.
ScriptAPI: ProjectileHitArgs.RemoveFlag is now false during deflections.
ScriptAPI: ProjectileHitCallback is...
- 2 Replies
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Last post by Gurt
Sat Apr 25, 2020 2:51 pm
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OnProjectileHit event for deflected bullets
Replies: 1
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Danger Ross » Wed Apr 08, 2020 12:18 am
First post
currently, if a player blocks a bullet with a melee weapon, there's no way to know that through script since it never triggers the OnProjectileHit event.
The bullet essentially disappears without ever hitting anything even though it technically hit the player's melee weapon (or to generalize, the...
Last post
Fixed after v.1.3.5:
ScriptAPI: Added ProjectileHitArgs.IsDeflection, ProjectileHitArgs.DeflectionNormal to be able to read if a projectile hit is a deflection during ProjectileHitCallback.
ScriptAPI: ProjectileHitArgs.RemoveFlag is now false during deflections.
ScriptAPI: ProjectileHitCallback is...
- 1 Replies
- 3182 Views
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Last post by Gurt
Sat Apr 25, 2020 2:50 pm
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Add IObject.DealDamage()
Replies: 2
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NearHuscarl » Sun Apr 05, 2020 2:16 pm
First post
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...
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Fixed after v.1.3.5:
Moved IPlayer.DealDamage to IObject.DealDamage and added a Destructable property as used internally by our code.
IObject:
///
/// Gets if this object is destructable (initial health > 0). This does not account for any possible modifiers. Always returns true for players.
///...
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Last post by Gurt
Sat Apr 25, 2020 12:31 pm
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Add IPlayer.CurrentThrownItem.IsActivated
Replies: 3
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NearHuscarl » Sun Mar 08, 2020 4:11 am
First post
Some throwable weapons can be activated before being thrown. IPlayer.CurrentThrownItem.IsActivated returns true when the throwable weapon the player is holding is activated (grenades, c4, molotov, mine). Returns false when not activated or when player is holding weapons that cannot be activated...
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Added after v.1.3.5:
ScriptAPI: Added IPlayer.IsHoldingActiveThrowable, IPlayer.GetActiveThrowableWeaponItem(), IPlayer.SetActiveThrowableTimer(..), IPlayer.DisarmActiveThrowable(..) to be able to read and disarm current active throwables on a player.
ScriptAPI: Updated IPlayer.Disarm(..), it will...
- 3 Replies
- 4114 Views
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Last post by Gurt
Sat Apr 18, 2020 1:31 pm
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Corpse health is unreadable (api problem)
Replies: 1
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Danger Ross » Fri Mar 27, 2020 7:52 am
First post
My memory is hazy but I believe IObject.GetHealth() used to return the corpse object's health after the player dies. At this moment, IObject.GetHealth() only returns the player's PlayerModifier.CurrentHealth property, so if the player is dead it always returns zero.
IObject.SetHealth() has no...
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You can't revive dead players and dead players should return 0 health.
The GetHealth and SetHealth is IObject interfaces and the IPlayer overrides these as you're not allowed to set health directly however you want if the player is dead. The proper way to revive a player is to create a new IPlayer...
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Last post by Gurt
Fri Mar 27, 2020 7:04 pm
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Add Events.PlayerPickupWeaponCallback and Events.PlayerDropWeaponCallback
Replies: 6
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NearHuscarl » Sun Feb 23, 2020 8:15 pm
First post
My problem: I want to extend existing projectile powerups besides bouncing and fire via scripting, something similar to this one . But currently, there is no clean way to keep track of weapons when it's dropped or picked up by players, so those powerup guns is not quite transferable between...
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After v.1.3.4:
ScriptAPI: Added Events.PlayerWeaponAddedActionCallback, Events.PlayerWeaponRemovedActionCallback to be able to listen when weapons area added/removed from player equipment (for example when a player grabs items, drops items, throw items, script remove/add items etc...). See...
- 6 Replies
- 5647 Views
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Last post by Gurt
Sun Mar 22, 2020 8:18 pm
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Add IPlayer.CrosshairCenter property
Replies: 5
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NearHuscarl » Fri Mar 13, 2020 3:58 pm
First post
I want to know the center position where the crosshair rotates around while the player is aiming. Currently it seems like the crosshair center is not fixed and tracking it manually is tiresome.
Last post
After v.1.3.4 :
ScriptAPI: Added bool IPlayer.GetWeaponMuzzleInfo(out Vector2 worldPosition, out Vector2 direction) so you can read the position of the weapon muzzle of the currently equipped and drawn weapon from a player. You will have to raycast for any clipping if you're in tight spaces.
- 5 Replies
- 5103 Views
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Last post by Gurt
Sun Mar 22, 2020 8:16 pm
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How to know if a static object can be moved pass by projectiles?
Replies: 3
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NearHuscarl » Fri Feb 28, 2020 3:47 am
First post
Some static objects like MetalPla__, bullets can go pass them, some objects are not like Concrete__, Stone__.... Is there any easy way to know that property in script?
EDIT: Nvm I found it. it's IObject.GetCollisionFilter().BlockExplosions which return true for those objects that bullets can pass...
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Added CollisionFilter.AbsorbProjectile and RayCastFilterMode AbsorbProjectile after v.1.3.4.
AbsorbProjectile indicates if a projectile will be absorbed (removed) when hitting an object or not. Use together with the ProjectileHit fiter option.
- 3 Replies
- 3938 Views
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Last post by Gurt
Sun Mar 22, 2020 12:59 pm
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Add CollisionFilter.InteractProjectiles
Replies: 2
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NearHuscarl » Fri Feb 28, 2020 6:06 am
First post
I want to know if projectiles can hit AND pass through an object (for example Metal Plate) to filter collision. I can use CollisionFilter.BlockExplosions as a workaround but it doesn't cover some cases like DinerBooth that can block projectiles but cannot block explosions.
Last post
Added CollisionFilter.AbsorbProjectile and RayCastFilterMode AbsorbProjectile after v.1.3.4.
AbsorbProjectile indicates if a projectile will be absorbed (removed) when hitting an object or not. Use together with the ProjectileHit fiter option.
- 2 Replies
- 3536 Views
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Last post by Gurt
Sun Mar 22, 2020 12:58 pm
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IPlayer.DealDamage(float damage, DamageType type)
Replies: 1
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Danger Ross » Sun Mar 22, 2020 4:49 am
First post
I've been able to work around the fact that I can't make artificial damage (damage done through script) by setting the players health to some amount below their current health, but after the strength boost was added with its unique boost health mechanic, I realized there's some limitations to this...
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Adding IPlayer.DealDamage(float damage) after v.1.3.4. It will only contribute to the TotalOtherDamageTaken but will follow all the internal rules for dealing damage to a player.
- 1 Replies
- 2657 Views
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Last post by Gurt
Sun Mar 22, 2020 12:40 pm
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Reset Trigger
Replies: 2
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Jovani » Sun Mar 15, 2020 11:58 pm
First post
Reset Trigger is an trigger used to reset the time from Time Trigger to 0 and also to reset Alternating Trigger making it activate from beginning.
This occurred to me because I was trying (in map editor) that when player leaves an Area Trigger , Time Trigger time is reset to 0 again without...
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Added the following after v.1.3.4:
Added IObjectTimerTrigger.ResetTrigger(), IObjectTimerTrigger.StopTimer(), IObjectTimerTrigger.StartTimer(), IObjectTimerTrigger.IsTimerRunning to be able to stop/start/reset timers through code.
Added IObjectAlternatingTrigger.ResetTrigger() to be able to reset...
- 2 Replies
- 3487 Views
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Last post by Gurt
Sat Mar 21, 2020 7:29 pm
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IPlayer throwing mode
Replies: 1
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Danger Ross » Sat Feb 08, 2020 11:30 pm
First post
It would be extremely useful if it was possible to tell if the player is throwing or not. As of right now, there's no way to differentiate between the player shooting a gun or throwing the gun (which are two completely different things). I'm specifically talking about the moment when the attack key...
Last post
Added IPlayer.InThrowingMode after v.1.3.4 which you can use to see if the player is ready to throw the weapon or not.
- 1 Replies
- 3103 Views
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Last post by Gurt
Sat Mar 21, 2020 6:36 pm
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Add overloadings of IGame.WriteToConsole to quickly log messages
Replies: 1
by
NearHuscarl » Sat Mar 21, 2020 5:57 pm
First post
In Javascript there is a `console.log()` method that helps you quickly log messages. I like that a lot and write a similar one in my script and in a lot of cases for me it removes the need to open Visual Studio and attach the debugger to SFD process which is quite troublesome. Here is the...
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Neat suggestions. Adding it after v.1.3.4.
Game.WriteToConsole(params object[] values)
Game.WriteToConsoleF(string placeholder, params object[] values)
- 1 Replies
- 2464 Views
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Last post by Gurt
Sat Mar 21, 2020 6:32 pm
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Add IPlayer.Disarm()
Replies: 1
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NearHuscarl » Sat Mar 21, 2020 5:10 pm
First post
I'd like a method to disarm IPlayer immediately. Currently the way to do it is to execute the Drop command which will be delayed a bit, an unwanted side effect in my case, since the bot has to hold G for a while to drop the weapon. The method may have the following signature
IObjectWeaponItem...
Last post
Nice idea.
Added after v.1.3.4:
IObjectWeaponItem IPlayer.Disarm(WeaponItemType weaponType, Vector2 velocity)
- 1 Replies
- 2463 Views
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Last post by Gurt
Sat Mar 21, 2020 6:20 pm
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Exposing a getter/setter for player energy
Replies: 1
by
JakSparro98 » Mon Jan 13, 2020 12:31 am
First post
Today we can access player's health by invoking it's inherited method from IObject, however currently is not possible to manipulate/read the stamina/energy value, pretty weird it wasn't planned in any way, am I missing something?
Last post
You can only activate infinite energy using modifiers per player or use the global /ie 1 command.
You can not update the stamina value as that wouldn't reliably be predictable by the client, causing a lot of problems. If there's not a getter for the stamina already I will try to add one for the...
- 1 Replies
- 3008 Views
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Last post by Gurt
Sat Jan 18, 2020 11:30 pm
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gunshot event
Replies: 2
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Danger Ross » Sat Aug 03, 2019 4:27 am
First post
My suggestion is to add an on creation event for projectiles so that scripters can alter their properties immediately as they are born. Although timers do the same job, they are sometimes unreliable. One example of this issue is when a player is too close to the origin of the bullet and gets hit by...
Last post
Update:
Events.ProjectileCreatedCallback will come after v.1.3.0b. This is run before the projectile's first update cycle. See for details.
- 2 Replies
- 3448 Views
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Last post by Gurt
Sun Aug 11, 2019 11:39 am
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Ability to get ammo type from player inventory's weapons
Replies: 1
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JakSparro98 » Tue Apr 02, 2019 4:01 pm
First post
A getter method that returns ProjectilePowerup when called from RifleWeaponItem or HandgunWeaponItem to know if a player is equipping a weapon with special ammo and of what kind.
Last post
Will come in the 1.3.0 update. See for some more information. The full ScriptAPI will be visible in the patch notes at a later time.
- 1 Replies
- 3473 Views
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Last post by Gurt
Wed Jul 24, 2019 4:20 pm
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Determine if player corpse is burned
Replies: 1
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NearHuscarl » Sat Feb 23, 2019 5:37 pm
First post
I am writing a script to convert infected players into zombies after dying only if the corpses are not burned yet. Currently there is only IPlayer.IsBurning but only if player is CURRENTLY burning which are not necessarily burning at the time the corpse turn into zombie. Something like...
Last post
Good suggestion, adding it in the next update after v.1.1.1.
ScriptAPI: Added IPlayer.IsBurnedCorpse to see if the corpse is burned.
ScriptAPI: Added IPlayer.IsBurningInferno to see if a player is a burning inferno (burning rank 2).
- 1 Replies
- 2960 Views
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Last post by Gurt
Sat Feb 23, 2019 7:47 pm
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GetManualAimAngle for IPlayer
Replies: 1
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JakSparro98 » Sat Apr 14, 2018 12:52 pm
First post
Some time ago I posted this , one suggestion has already been added, I would also like to see something like a way to get the angle of the manual aim of a player.
Last post
Vector2 IPlayer.AimVector has been added to the release version of the game.
- 1 Replies
- 3372 Views
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Last post by Gurt
Sat Jun 30, 2018 5:48 pm
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We should be able to get the team from the IUser
Replies: 5
by
MrAnyone » Mon Jan 15, 2018 1:01 am
First post
I'm making an map script and I noticed that I can't get this information from the game script interface :
Is there any way to get the user team? I need this to persist the teams in an map that I'm making.
This can be added to the IUser interface, since the player already have an (in game...
Last post
Added IUser.GetTeam() (If this user isn't controlling any player the current team assigned in the lobby will be returned.)
Added IUser.GameSlotIndex property (Gets the game slot index (lobby slot index) this user occupies.)
Available after Beta 1.0.2c
- 5 Replies
- 5845 Views
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Last post by Gurt
Sun Mar 11, 2018 1:14 pm
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Getting objects a player threw/dropped
Replies: 3
by
MScull » Sun Feb 12, 2017 7:31 pm
First post
Hello!
I was wondering if there's a way to get the object a player threw/dropped. I've scrolled through the whole API, the only thing I could find something to be maybe a little bit equivalent was the method 'IPlayer.IsThrowing'. This method doesn't return the item thrown, only a boolean.
Thanks...
Last post
Moving this to the ScriptAPI suggestions.
Edit: Possible to achieve this using the ObjectCreated callback event in recent versions.
- 3 Replies
- 4363 Views
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Last post by Gurt
Thu Mar 08, 2018 8:23 pm
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IsLandedOnGround for the IPlayer class
Replies: 2
by
JakSparro98 » Fri Apr 21, 2017 7:09 pm
First post
After a jump kick or a medium fall distance the player lands and enters in a state that seems to be crouched, but since the IsChrouched doesn't recognize it could be helpfull to add another boolean to check this particulare condition.
Last post
Adding IPlayer.IsRecoveryKneeling and IPlayer.IsRecoveryRolling. IPlayer.IsRecoveryKneeling is used to track that high drop forced kneel/crouch state.
Added after Beta 1.0.2c.
- 2 Replies
- 3855 Views
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Last post by Gurt
Thu Mar 08, 2018 8:15 pm
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