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Search found 455 matches
- Wed Aug 07, 2019 2:51 pm
- Forum: Answered ScriptAPI Topics
- Topic: Be able to set IPlayer behavior when received enough overkill damage
- Replies: 6
- Views: 5115
- Gender:
Re: Be able to set IPlayer behavior when received enough overkill damage
Context: when using IPlayer.SetHitEffect(PlayerHitEffect.Metal) to make robot-like sound effect for player. After the player died and received enough overkill damage, it bursts into blood and gore which breaks the immersion. I'd like something like IPlayer.SetDestroyAnimation() where I can determin...
- Wed Jul 31, 2019 3:36 pm
- Forum: Superfighters Deluxe Tech Support
- Topic: Is 1.0.2c Beta still working?
- Replies: 1
- Views: 1861
- Gender:
Re: Is 1.0.2c Beta still working?
If you previously downloaded the game when in beta/alpha stage it will still continue to work as standalone application, beta multiplayer has been shutdown as you can read here.
- Wed Jul 31, 2019 1:18 pm
- Forum: Answered ScriptAPI Topics
- Topic: Is there a way to make the player's size bigger than the maximum by making a script?
- Replies: 3
- Views: 4355
- Gender:
Re: Is there a way to make the player's size bigger than the maximum by making a script?
Will there are a way to be the size of a giant? In future versions? The size modifier only visually scales the player sprite parts, it does not affect collision bodies, projectile and muzzle origin are kept and raycasts done by bots are not affected either, if the size of a player were allowed on m...
- Sun Jul 21, 2019 1:23 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Map Editor Suggestions
- Replies: 192
- Views: 105297
- Gender:
Re: Map Editor Suggestions
[..] ROTATEABLE ITEMS Imagine being able to place knives sticking out of the dirt, or axes stuck in timber. By "rotation" I mean FREE 360 DEGREE ROTATION. You can still pick them up. Static items already exist, why can't we rotate them freely?? You can freely rotate every tile in the editor with so...
- Sat Jul 13, 2019 3:24 pm
- Forum: Custom Scripts
- Topic: WordFilter - An automatic chat Moderator.
- Replies: 4
- Views: 4770
- Gender:
Re: WordFilter - An automatic chat Moderator.
[..] You can do some clever manipulation to figure out variations of words too. First you could normalize and sanitize your input. For example, convert $ to S and 0 to O and | to I or l, 3 = E etc,.... Then you basically only keep all a-Z and 0-9 characters and if you find a word that's in the list...
- Sat Jul 13, 2019 12:22 pm
- Forum: Custom Scripts
- Topic: WordFilter - An automatic chat Moderator.
- Replies: 4
- Views: 4770
- Gender:
Re: WordFilter - An automatic chat Moderator.
KliPeH Is worth to question, what happens when the player is conscious to be warned and he changes the word a little bit, e.g: noob n.o.o.b noo b I often see this trick in lots of "auto moderated" environments. There is some kind of system that breaks down the chat string to find possible forbidden...
- Sat Jul 13, 2019 12:02 pm
- Forum: Superfighters Deluxe ScriptAPI
- Topic: I want to learn to make scripts
- Replies: 2
- Views: 2747
- Gender:
Re: I want to learn to make scripts
Hello everyone For a couple of days i have been trying to figure out how to make scripts for this game, i have been learning a bit about C# ( i started with no knowledge of C# or any other language), looking at others scripts to see how stuff work, checking the script API. My goal is to make a scri...
- Mon Jul 08, 2019 11:56 am
- Forum: SFD Status Updates
- Topic: Status Update 2019-07-06
- Replies: 9
- Views: 7945
- Gender:
Re: Status Update 2019-07-06
Because big updates aren't planned but aren't out of the question... Does that mean you would consider releasing something substantially large if there's a good reason to? Ideally there should be one major update per year, like Terraria devs do. In the meantime nothing excludes they will still coll...
- Wed Jul 03, 2019 4:14 pm
- Forum: Answered ScriptAPI Topics
- Topic: SetStatsToKeep not works for me
- Replies: 2
- Views: 3048
- Gender:
Re: Gurt help me! SetStatsToKeep not works for me
SetStatsToKeep not working :( I'm trying StatsToKeepEnabled = true, no changes. After the gameover, the map is reloaded. And weapons, life is not saved. How to make it works? And why i can create weapon class with custom Ammo, but can't assign or give it to player? I'm done some tests and it seems ...
- Fri Jun 21, 2019 10:28 am
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Map Editor Suggestions
- Replies: 192
- Views: 105297
- Gender:
Re: [Idea for sfd mapmaker] the trigger of the calculator and the counter trigger
the manufacturer of sfd maps could use a calculator to add numbers and a counter to show them The calculator would work in the following way, a bar that serves to add, subtract and multiply the numbers. Example: 2 + 2 = 4 2 x 5 = 10 2 - 1 = 1 And the best thing is that in a simple bar. The counter ...
- Mon Jun 17, 2019 1:18 am
- Forum: By design
- Topic: Foreground wheels inconsistent collisionGroups
- Replies: 1
- Views: 3016
- 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.
- Sat Jun 15, 2019 12:35 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Low-detail Police Station
- Replies: 10
- Views: 8632
- 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...
- Sun Jun 09, 2019 12:52 pm
- Forum: Solved Bugs
- Topic: [Scripting] Game crashes if you attempt to implement extension methods
- Replies: 4
- Views: 3637
- 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...
- Sat Jun 08, 2019 8:26 pm
- Forum: Solved Bugs
- Topic: [Scripting] Game crashes if you attempt to implement extension methods
- Replies: 4
- Views: 3637
- 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...
- 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: 1743
- 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...
- Tue May 14, 2019 6:40 pm
- Forum: Superfighters Deluxe Ideas and Suggestions
- Topic: Map Editor Suggestions
- Replies: 192
- Views: 105297
- 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...
- Mon May 13, 2019 9:28 pm
- Forum: SFD Status Updates
- Topic: Superfighters Deluxe 1.2.0 is out!
- Replies: 24
- Views: 19473
- 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...
- 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: 2710
- 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...
- Sat Apr 06, 2019 2:05 am
- Forum: Answered ScriptAPI Topics
- Topic: Need help to make a script... again
- Replies: 4
- Views: 4358
- 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...
- Fri Apr 05, 2019 12:04 pm
- Forum: Answered ScriptAPI Topics
- Topic: Need help to make a script... again
- Replies: 4
- Views: 4358
- 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.