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Frontier Defense #472

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RoyalBlue1
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@RoyalBlue1 RoyalBlue1 commented Aug 1, 2022

This pull request is a draft to track all the features and bugs that are still todo on the Frontier Defense Gamemode.

Needed:

  • Respawn with dropship
  • Sniper titans
  • Reaper tick deploy
  • wave data for at least one map
  • Navmesh jumppoints
  • make turret able to be picked up
  • enable loadout change during wave pause
  • Prevent drones from getting clumped up and stuck on each other
  • Improve navmeshes to stop AI from clipping inside walls
  • Make grunts use both anti-titan and normal weapons instead of just giving them anti-titan weapons on higher difficulties
  • Dropship grunt event (war games)
  • Event functionality to allow for skipping events on lower difficulties

Nice to have:

  • Combat and Support score
  • Endgame Medals (most MVPs, most damage, etc.)
  • icon in tone interface
  • wrong reaper icon
  • Text saying "you defended the harvester" missing on victory screen
  • Make drones descend from the sky faster when they spawn
  • Improve navmeshes to stop AI getting stuck
  • Make SquadNav better, or make everything use SingleNav
  • More robust mortar spectre pathing (probably needs jump points)
  • Make drop pod AI actually come out of the drop pod door

RoyalBlue1 and others added 30 commits February 19, 2022 02:39
added some first Events
created method to get 9 most spawned enemies for client ui
split Harvester Fx to make shield disappear when down
Changed super spectres
added some first Events
created method to get 9 most spawned enemies for client ui
split Harvester Fx to make shield disappear when down
Changed super spectres
-prepared some fd awards for win screen
-added shouldThread option to waveEvents
- changed from PropScriptDamaged to AddEntityCallback_OnDamaged
- should also register damage if there's an opposing enemy player
- changed HarvesterStruct to HarvesterStruct&
- fix looping harvester shield regenning noise
- format some code (i cant stand it)
Replaced spaces for indentation with tabs in the few places it was done
- prevent final wave scoring by setting victory condition first
- added CreateTickEvent, SpawnTick, CreateTrackedDroppodTick functions
- fixed Arc Titans not spawning correctly
- fixed Nuke Titans not moving
* Update _gamemode_fd.nut

- stop including player-owned Auto-Titans in the final check
- Add CreateToneSniperEvent and CreateNorthstarSniperTitanEvent
- Sniper titans have their own AI pathing (See _ai_sniper_titans.nut)
- Added Combat and Support Scoring
- Added experimental human nav paths
- Moved all AddDeathCallbacks for NPCs into AddCallback_OnNPCKilled
- NPCs check logs doesn't spam the console
- fixed overhead icon not showing

* Update _ai_cloak_drone.gnut

- changed to IsEMPTitan check
- no idea why cloak is not working

* Update _ai_emp_titans.gnut

- Added IsEMPTitan check

* Update _ai_sniper_titans.gnut

- Experimental pathing, they work, they wont attack

* Update mp_forwardbase_kodai_fd.nut

- Wave 1 in Kodai is fully done ( i think, might need to add more smokes in between subwaves )
also remove debugging prints
* Update _gamemode_fd.nut

- a lot of dialogues ( one pilot died, multi pilot died, last pilot standing, shield getting damaged, shield recharging, shield low, health taking damage, health below 75/50/25, health gone, win dialogue, wave end recaps )
- fixed minimaps via functions below (including harvester)
- added function AddMinimapToHumans, AddMinimapToTitans, AddTurretSentry
- display overhead icon after titan done hotdropping
- think i mostly got the waves countdown as similar as possible to vanilla behavior
- prevent crash when using harvester shield boost
- scoreboard now tracks the amount of enemy alive on the field

* Update _gamemode_fd.nut

- fixed some indents and removed NPCMoveFlag
- also add dialogue if last player is not ready
RoyalBlue1 and others added 27 commits August 1, 2022 04:39
Broken on Homestead
position is still not correct but does not crash anymore
* Ronin NoTarget Bug fix

it'll case a Ronin Bug;Common in Frontier Defense
Npc will ignore the player and other team player in the this titan

Here's test log
Normal:
Start Phase Shift: ent.GetNoTarget() = false
Start No target before: ent.GetNoTarget() = false
Start No target after: ent.GetNoTarget() = true
End Phase Shift: ent.GetNoTarget() = false
Start Phase Shift: ent.GetNoTarget() = false
Start No target before: ent.GetNoTarget() = false
Start No target after: ent.GetNoTarget() = true
End Phase Shift: ent.GetNoTarget() = false

After trigger bug:
Start Phase Shift: ent.GetNoTarget() = false
Start No target before: ent.GetNoTarget() = false
Start No target after: ent.GetNoTarget() = true
Start Phase Shift: ent.GetNoTarget() = true
Start No target before: ent.GetNoTarget() = true
Start No target after: ent.GetNoTarget() = true
End Phase Shift: ent.GetNoTarget() = false
End Phase Shift: ent.GetNoTarget() = true

* carry over the old state between phases

* Update Northstar.CustomServers/mod/scripts/vscripts/weapons/sh_phase_shift.gnut

Co-authored-by: Jack <[email protected]>

* Update Northstar.CustomServers/mod/scripts/vscripts/weapons/sh_phase_shift.gnut

Co-authored-by: Jack <[email protected]>

* Update Northstar.CustomServers/mod/scripts/vscripts/weapons/sh_phase_shift.gnut

thx

Co-authored-by: Jack <[email protected]>

* Add convar "ns_use_phase_fix"

make this toggleable through a convar, default to fixing ronin phase shift problem
allow people to turn off the fix if they wanted

Co-authored-by: ASpoonPlaysGames <[email protected]>
end game will now only show 4 awards even if more players are in the game
Set FD Persistent Vars for Endgame Medals
* Player Data Collect

Player Data Collect

* Compare time

Compare time

* Update Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut

Co-authored-by: Jack <[email protected]>

* Update Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut

Co-authored-by: Jack <[email protected]>

* Update Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut

Co-authored-by: Jack <[email protected]>

* Update Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut

Co-authored-by: Jack <[email protected]>

* Specification and support more callback

Specification and support more callback

* Add Battery Heal Callback

Add Battery Heal Callback

* Add Battery Heal Collect

Add Battery Heal Collect

* Add files via upload

* Update _gamemode_fd.nut

* Update mp_titanweapon_stun_laser.nut

* Improve AddSmokeHealCallback

Improve AddSmokeHealCallback

* Add Smoke Heal Collect

Add Smoke Heal Collect

* Check the battery owner

Check the battery owner

* Update mp_titanability_smoke.nut

* Delete mp_titanability_smoke.nut

* Delete mp_titanweapon_stun_laser.nut

* Adapt to new code

1.Adapt to new code:heals,timeNearHarvester,SetUsedCoreCallback
2.Add data collect:turretKills

* Update _gamemode_fd.nut

* Add score for heal teammate(test)

Add score for heal teammate

* Add Heal Score

Add Heal Score

* Update _gamemode_fd.nut

* Update _rodeo_titan.gnut

* Update _gamemode_fd.nut

* Update _gamemode_fd.nut

* Update _gamemode_fd.nut

* Update Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut

Co-authored-by: Jack <[email protected]>

* Update Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut

Co-authored-by: Jack <[email protected]>

* Update Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut

Co-authored-by: Jack <[email protected]>

* Update Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut

Co-authored-by: Jack <[email protected]>

* Update _gamemode_fd.nut

Co-authored-by: Jack <[email protected]>
* mimic changes in CustomServers into Custom

* fix compile errors due to int -> float stuff

* remove unimplmented function causing compile error
* Correction of variable type

Correction of variable type

* weapon type check

idk why Respawn use weapon.GetWeaponType(),it doesn't work for actually anti-titan weapon.(Because they didn't have this key value)

* fix wrong reaper icon

fix wrong reaper icon

* Show store in the minimap during buy time

Show store in the minimap during buy time

* ping store test

ping store test
* Added condition for FD next wave loadout changes

* custom function setting for loadout change requests
* Correction of variable type

Correction of variable type

* weapon type check

idk why Respawn use weapon.GetWeaponType(),it doesn't work for actually anti-titan weapon.(Because they didn't have this key value)

* fix wrong reaper icon

fix wrong reaper icon

* Show store in the minimap during buy time

Show store in the minimap during buy time

* ping store test

ping store test

* Add missing event and correct error event

Add missing event and correct error event

* Add turret repair tip

Add turret repair tip

* Add wave restart event

Add wave restart event

* fix bug

return when titan can get heal without battery.
Example:Vanguard

* Track entity deployed by player

1.Track entity deployed by player
2.Destroy player deployed entity this round after wave lost
3.Don't destroy those entities not deployed in this round

* use untyped

use untyped

* update for #565

update for #565
* Allow player pick up turret

Allow player pick up turret

* Register Signal

Register Signal

* Update for match vanilla

Update for match vanilla

* Update _ai_turret.gnut

* bug fix

valid player check

* player score event

player score event

* Valid player check

Valid player check

* Update _gamemode_fd.nut

* Update _gamemode_fd.nut

* valid check

* sniper titan enemy check

sniper titan enemy check

* Do a crash protect when wait delay

* change harvester check way to vanilla

* remove temporary fix

* clear invalid turret

* check the player during the animation

* protect dropship from enemy ai before all player dropped
make map init function global
@Zanieon Zanieon self-assigned this Sep 10, 2024
@github-actions github-actions bot added the merge conflicts Blocked by merge conflicts, waiting on the author to resolve label Sep 10, 2024
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