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Search found 406 matches

by JakSparro98
Mon Jun 17, 2019 1:18 am
Forum: Superfighters Deluxe Problems and Bugs
Topic: Foreground wheels inconsistent collisionGroups
Replies: 0
Views: 8
Gender:

Foreground wheels inconsistent collisionGroups

CarWheel01 and CarWheel00 are assigned to static_ground and that's weird, a more proper group should be dynamics_g2; TruckWheel, on the other hand, does not have a collision group at all.
by JakSparro98
Sat Jun 15, 2019 12:35 pm
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: Low-detail Police Station
Replies: 10
Views: 315
Gender:

Re: Low-detail Police Station

You kinda saved this topic here though Can you send the code here? Shoulda post it on Steam too, surely that'd be useful for some people (like this guy right here ) [..] public void OnStartup() { foreach (var o in Game.GetObjects<IObject>().Where(o => o.Name.Contains("Bg"))) o.Remove(); } I would l...
by JakSparro98
Sun Jun 09, 2019 12:52 pm
Forum: Solved Bugs
Topic: [Scripting] Game crashes if you attempt to implement extension methods
Replies: 4
Views: 141
Gender:

Re: [Scripting] Game crashes if you attempt to implement extension methods

Extension methods in c# should be written within their own static wrappers.. ie within a static class that is not wrapped around by another class, which is not possible in scripting I wanted to try anyway by assuming that, since there is a "global wrapper" inside the script section, it could be a s...
by JakSparro98
Sat Jun 08, 2019 8:26 pm
Forum: Solved Bugs
Topic: [Scripting] Game crashes if you attempt to implement extension methods
Replies: 4
Views: 141
Gender:

[Scripting] Game crashes if you attempt to implement extension methods

If you try to use the so called extension method, to implement new functionality to apply directly on the original object instead of handling it by means of simple static methods, after compiling, the game will simply crash. I was trying to extend the Vector2 class and this signature below will do t...
by JakSparro98
Thu May 16, 2019 5:43 pm
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: DestroyNode tile rework for allowing other forms of damage
Replies: 0
Views: 108
Gender:

DestroyNode tile rework for allowing other forms of damage

The last campaign map "Operation Sunrise" came out with a brand new damageable invisible tile, the DestroyNode, that can break only with explosions, after a past analysis made here and here I think it's time for a more elaborate discussion about adding some kind of breakable invisible tiles for mele...
by JakSparro98
Tue May 14, 2019 6:40 pm
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: Map Editor Suggestions
Replies: 165
Views: 15793
Gender:

Re: GameCommandTrigger

"GameCommandTrigger", I do not know if it is an appropriate name for the functions about this trigger, but we will identify it. This trigger serves to prevent the player from using commands in some map. https://i.imgur.com/4CKdkE4.png This occurred to me because I had joined in some server and I sa...
by JakSparro98
Mon May 13, 2019 9:28 pm
Forum: SFD Status Updates
Topic: Superfighters Deluxe 1.2.0 is out!
Replies: 25
Views: 2628
Gender:

Re: Superfighters Deluxe 1.2.0 is out!

[..] * ScriptAPI: When you are assigned a new Player (e.g. when respawned via a script) you will now flash for a brief moment, like during the start of games. [..] Goodbye seamless car system for my WIP campaign, can Gurt at least add an optional argument to toggle blinking effect when using SetUse...
by JakSparro98
Sun Apr 28, 2019 10:09 am
Forum: Superfighters Deluxe Ideas and Suggestions
Topic: Trigger to avoid excessive use of Text or BgText to make pixel designs
Replies: 2
Views: 264
Gender:

Re: Trigger to avoid excessive use of Text or BgText to make pixel designs

Regardless of how much I would be glad to see something like that, I have to say that unfortunately I think will be a "half-life 3" like feature, there is a likely untold refuse by the devs in providing something like that. This other thread is a result of lots of merging in the time, different auth...
by JakSparro98
Sat Apr 06, 2019 2:05 am
Forum: Answered ScriptAPI Topics
Topic: Need help to make a script... again
Replies: 4
Views: 520
Gender:

Re: Need help to make a script... again

Here´s the template map I'm using. https://mega.nz/#!cl1kBQSC!t2INwXtJeE06WOAL5mawy-rldtalMs8I_b-vJ7GlWXU thanks, I've added some code to count alive enemies inside the area, I've added a list and a timer to loop this check and if there are no alive enemies inside that list StartWorkingLoop will be...
by JakSparro98
Fri Apr 05, 2019 12:04 pm
Forum: Answered ScriptAPI Topics
Topic: Need help to make a script... again
Replies: 4
Views: 520
Gender:

Re: Need help to make a script... again

@Mr Argon You also need to provide the setup map of the bot (if you don't want to publish the final map itself), with relative triggers and command connections, I tried to guess what the original setup was with their triggers and timers but it seems I cannot replicate the behavior.
by JakSparro98
Tue Apr 02, 2019 4:01 pm
Forum: ScriptAPI suggestions
Topic: Ability to get ammo type from player inventory's weapons
Replies: 0
Views: 371
Gender:

Ability to get ammo type from player inventory's weapons

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.
by JakSparro98
Mon Apr 01, 2019 6:03 pm
Forum: General
Topic: Forum updated (post length restored)
Replies: 4
Views: 437
Gender:

Re: Forum updated (post length restored)

Shock wrote:
Mon Apr 01, 2019 4:39 pm
He means usual SFD update 1.2.0 xd
1.2.0 wasn't a joke either ;)

or maybe yes?
by JakSparro98
Mon Apr 01, 2019 3:47 pm
Forum: General
Topic: Forum updated (post length restored)
Replies: 4
Views: 437
Gender:

Re: Forum updated (post length restored)

King Proshka wrote:
Mon Apr 01, 2019 3:40 pm
Nice prank with update guys !
I want to point that this is NOT a prank, we were unable to send posts if the chars inside the message were more than 600 and I personally experienced that shit, loads of work in making a post lost in the void; I'm very glad it is now solved.
by JakSparro98
Sun Mar 31, 2019 5:39 pm
Forum: Superfighters Deluxe ScriptAPI
Topic: Document effect names in scriptAPI
Replies: 3
Views: 356
Gender:

Re: Document effect names in scriptAPI

I know how to get the effect names. But the devs should themselves document the effects and the params required on some other effects. Some effects I cannot use like "HIT" or "PWT", I assume because of the missing undocumented params. Here are some of the effects that not working (commented) https:...
by JakSparro98
Fri Mar 22, 2019 9:46 pm
Forum: Superfighters Deluxe ScriptAPI
Topic: Document effect names in scriptAPI
Replies: 3
Views: 356
Gender:

Re: Document effect names in scriptAPI

NearHuscarl The effects list got slight changes from his previous appearance in the post you mentioned, this is the current list of effects you can use as parameter: https://i.postimg.cc/zDKdNMJS/effects.png some of the effects need to be handled by using extra parameters (MZLED is one of them).
by JakSparro98
Thu Mar 14, 2019 9:54 pm
Forum: Superfighters Deluxe Problems and Bugs
Topic: New funny bug
Replies: 2
Views: 409
Gender:

Re: New funny bug

Pretty ancient issue, the last time it was spotted and reported the game was in alpha.
This post is describing the same bug.
by JakSparro98
Thu Mar 14, 2019 8:25 pm
Forum: Solved Bugs
Topic: User limited exceeded for Steam Cloud Workshop
Replies: 2
Views: 407
Gender:

Re: User limited exceeded for Steam Cloud Workshop

According to the Steam API documentation this error has to be intend as a problem related with thumbnails.
Image
But I don't think there is much we can do, it's something that needs to be tweaked in the thumbnail compression algorithm.
by JakSparro98
Wed Mar 13, 2019 11:40 am
Forum: Solved Bugs
Topic: You can actually edit the official maps
Replies: 1
Views: 323
Gender:

Re: You can actually edit the official maps

This kind of problem was discussed in the closed beta stage of the game, the conclusion at that time was this:
JakSparro98 wrote:
Tue Sep 04, 2018 11:28 pm
Really you cannot, only a popup is shown to prompt if you want to save when you close the map, but even if you choose yes the map won't be touched at all.
by JakSparro98
Wed Mar 13, 2019 11:34 am
Forum: Superfighters Deluxe Map Editor
Topic: Far Background is immovable?
Replies: 3
Views: 604
Gender:

Re: Far Background is immovable?

Well, I was trying to make a train map (like wild west), but when I tryi to make FargBgMountains to move using elevator paths, they simply don't move. In case you were wondering, yes I set the tile as dynamic, I tried with ChangeBodyTypeTrigger but it doesn't work I also noticed that if you increas...
by JakSparro98
Sun Mar 10, 2019 4:51 pm
Forum: Superfighters Deluxe
Topic: whats the main difference between a 5 sec slomo and a 10 sec slomo?
Replies: 6
Views: 709
Gender:

Re: whats the main difference between a 5 sec slomo and a 10 sec slomo?

Off Topic
MOOADAM wrote:
Sun Mar 10, 2019 3:46 pm
[..] [on a separate note does anyone know EXACTLY how slow the slowmo makes time, I wanna play around with the settime function and make it slow mo but idk the exact number] [..]
You can just use /slomo 1 to set time to the exact same used by the powerup.