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v2.5.5 #568
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…elop add current steam path to BingoDisplay.py
newly spawned ones. Adjusted default grenade spawning rates also.
peepable BingoTriggers in UNATCO HQ for the bulletin board, since it's inconsistent.
black). Health value used for colour calculation is now the lesser of the total average (as normally calculated) or just the torso and head average.
gracefully. Readd the ability to push JSON information about bingo state.
the Icarus phone at the very start, then no more beyond that). Make sure the Icarus phonecall triggers the PhoneCall bingo event immediately, rather than requiring a second use of the phone.
gender of the player.
(with a menu choice to disable that)
51 to let you replay the infolink giving you the password.
when riot police get their visors removed, do they properly get stunned by gas? when you destroy a flaming barrel, could they drop fire? we also still need to make trash cans drop trash bags need to give that guy his alliance back, in hongkong storage Versalife skybox can get datacube |
GetRandomPositionFine
temporary fix until we add AlarmLights to them, probably amber
@@ -0,0 +1,23 @@ | |||
//For all those spots where you just don't want it to be possible to trigger something more than once... | |||
//Stick one of these in the middle. | |||
class OnceOnlyTrigger extends Trigger; |
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I guess we tested this works already? a little surprised we didn't need to check bDeleteMe
before triggering
new WaltonWare Entrance Rando mode!
more WaltonWare and bingo fixes and improvements
grenades correctly copying owner, tag, and event (fixed grenades in training)
new "Health" color scheme
toned down the Rando color scheme
don't shuffle police datacube about Maggie Chow, since reading it has consequences
Weapon mods can now be automatically applied to the weapon in your hand
Fixed Weapon mods being randomized in Zero Rando mode
tweaked number of medbots in Serious Sam mode
slightly nerfed randomized cameras and turrets
01 liberty island crate behind electricity so you can't get stuck
Add a Forgot Your Password button to the Helios Computer room in Area 51 to let you replay the infolink giving you the password.
Fixed lasers in Oceanlab UC so they only trigger the doors once, also Dockyard sewer lasers
Vandenberg sub base elevator now crushes when encroached, so it doesn't get stuck
speedrun mode splits notes in DXRSplits.ini file
illuminate dangerous stairs in Paris apartment
Fixed rotation of Dragon's Tooth Sword in mirrored maps, especially for the sniper nest location
Fix issues with Gordon and Max moving to the temple when pawns get in the way. Ensure the monk doesn't spawn in until the ceremony (as intended) and clear pigeons out of the way.
Move Mission 2 Underground datacube out of water, add multiple PlaceholderItems throughout underground. Fixes weird 02_Datacube03 underwater in 02_NYC_Underground sewers #300
Add option to make flickering and strobing lights more chill (epilepsy-safe mode)
Fixed rotation for security computer in Area 51 mirrored map
slightly reduced issues with in-fighting
fixed reduced rando paul conversation skip, and M05 goals
reduced simulated Crowd Control frequency
Fixed Tong's dialog after doing Versalife, he would keep rambling and advance the story too far
"time bonus" shouldn't go below 0 points
Ninja JC mode allow crossbow and knife
installer now has a checkbox to also fix vanilla with a better exe file and configs, so you can use our fixes for a fully vanilla playthrough, I guess we could call this "Zero Changes" mode
remove demolition skill scaling the fuse time of grenades thrown by enemies
autosave reduce player's Z axis so they don't bounce up anymore
prevent certain things from being placed in skyboxes, like datacubes
shipbelow tnt crate in locked closet for Prod players, with added key
vand cmd keypads glow white (temporary fix)
fix RiotCop always being immune to pepper spray even without visor
14_OCEANLAB_LAB backtracking buttons for greasel lab and crew module