There're reasons why some FI specific features are not ported yet:
- They're not implemented in a manner which is generelized enough to be used in other mods.
- I just want FI to have some things unique to the mod.
I wonder what Keys do i use?The one from the .NFO.
features/featureful_monsters.cfg
file.-Solokillers random trigger spawning possibility. Making each play through unique and different.You can emulate random spawn via trigger_random.
-Solokillers triggers that only activate based upon the set difficulty.This is something I want to add later along with some other utilitary entities.
-Solokillers Audio library & entity maximum extension.It basically requires to rewrite the whole Audio Engine. While it's technically possible (Sam used OpenAL, but there're other alternatives like miniaudio), it's a lot of work, I'm not sure when I'm gonna do it.
features/maxammo.cfg
file (example included).test_particles
to spawn test particles with ParticleMan.particle_shooter
- create particles with ParticleMan. Designed after the entity from Day of Defeat.Delay Before Reset
for trigger_relay
which allows to ignore consequent calls to trigger_relay
until the specified time has passed since the last call.multi_manager
delay values: forward and reverse to forward or forward-reverse the use type the multi_manager has been called with to its targets. E.g. if multi_manager was triggered with On use type, all targets which have #forward
suffix in the delay value will be triggered with On. All targets which have #reverse
suffix in the delay will be triggered with Off in this case.cl_satchelcontrol
has been renamed to _satctrl
and set to 0 by default (classic satchel control behavior)._grenphys
added to let user control whether they want the new hand grenade anniversary or not.func_vehicle
to fgd.model 0
" is the worldspawn model, i.e. all world brushes (including func_detail).might be a bug in dod (or even in all first party titles) where taking damage from trigger_hurt resets gravity?I made a test map with only spawn ponits a couple of flags and a hurt buttom that could be shot and one that could had to be pressed to activate.
-chart
argument on the compile tools and check for warnings and any limits being reached, and run the map with developer 2 and check for any console messages when the trigger_hurt is triggered.