- Posts: 378
Nerf 300 beta Patch Notes Thread
5 months 6 days ago #787
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Added 5 second countdown and round ending sound effects.
- Fixed some bad clipping in the Georgie and Mary lead lines.
- Added GetTeam() function for simplification of code.
- Added team-colored shots to Lightningstrike.
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5 months 4 days ago #789
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Added more granular mouse sensitivity setting.
- Improved Electroshield hit fx visibility.
- Tuned bot AI for Lightningstrike.
- Addded configuration option for Chatty mutator rage-quits.
- Fixed chat messages not causing message beeps when the message beep feature is enabled.
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5 months 4 days ago #790
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Fixed a long-standing typo that caused players to spawn in the middle of the plaza instead of the Amateur ready room after playing a match in the Amateur arena.
- Updated scoreboards to render bots' pings as "BOT" in multiplayer matches.
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1 month 3 weeks ago - 1 month 3 weeks ago #798
by Rajada
Replied by Rajada on topic Nerf 300 beta Patch Notes Thread
- Improvements were made to Ballblast, including several bugfixes to balltriggers, decoupling of ball spawning from timer function, and improvements to mutator compatibility.
- Ballblast balls can now hand off special data between their flying and still states, and to the gun that is firing them.
- Ballblast balls now specify their own HUD display icons rather than rely on hard-coded defaults.
- Fixed ballblast ball spawners not randomizing their direction on first spawn.
- Destroyed ballblast balls are no longer spawned only when a timer elapses, but will now spawn immediately after being destroyed (such as by flying out of bounds).
- Fixed ballblast scoring triggers assigning the gold ball as complete in your HUD if you scored the gold ball before the other six balls.
- Fixed ballblast scoring triggers counting some instances of scoring in triggers with a 0x multiplier (used to remove balls that land in inaccessible areas) as valid scores.
- Fixed ballblast scoring triggers colliding with other projectiles.
- In Mega Nerf difficulty, two of each ball are now spawned (except for the gold ball).
- Bots will now ignore balls they are already carrying a copy of.
- Bots in ballblast maps that are firing at a scoring hole will now stop firing if they get knocked too far away from the hole.
- Ballblast scoring triggers can now also trigger a second event via the AuxEvent field for triggering special logic.
- The Ball Shooter now fires instances of the ballblast balls from your inventory rather than the hard-coded default balls.
- The ballblast HUD now displays an arrow for all ballblast balls you are not holding or have not scored to indicate at least one copy of it is on the ground in the arena. A question mark indicates all copies of the ball are in the hands of opponents.
- Added a special ballblast-specific mutator "Oddball" that can add new types of ballblast balls to the game. Also added a few variant ballblast balls to play with.
- When adding mutators via the server mutator setup menu, needed serverpackages are no automatically added to the Nerf.ini.
- Added a sound slot to players for a "Scream" sound utilized by pressure-zones.
- Added support and mutator to enable ledge-mantles.
- Bots no longer have a ping displayed in network games and will show "BOT" instead.
- Added more granularity and range to mouse sensitivity setting slider.
- BotBaits can now also instruct bots to trigger nearby traps in specified zones if enemies are present within.
- Gamemodes can now prevent or allow the suicide command to prevent certain bugs or exploits.
- Dispatchers now can have a ReDispatchDelay that will prevent retriggerings before the given time (in seconds) has elapsed to prevent overlapping triggerings that may cause race conditions (IE events triggering out of sequence).
- Fixed a bug in spawning that caused players to sometimes respawn in incorrect team spawns in team gametypes.
- Fixed all instances of incorrect team names (IE "Asteroid Team" instead of "Rocckheads").
- Players can no longer throw weapons or be stunned during weapon bring up or put down animations, preventing a number of bugs.
- Fixed fall damage calculation being hard-coded to kill players that are traveling over a certain speed. All fall damage can now be accessed and mitigated by mutators.
- Fixed the broken TriggerPound state for TriggerLights.
Last edit: 1 month 3 weeks ago by Rajada.
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