Releases: R4to0/CrackLifeSC5
Releases · R4to0/CrackLifeSC5
Version 2.7
- Rename file and its references to lowercase
- Move global boolean variable (the one to toggle normal/campaign mode modes) to where it belongs (to the main script)
- Update w00tguy's anti troll script
- Fixed the func_door_rotating fall-through-ceiling pipe being usable by players in c05_a3 (#3)
- Strip weapons during cutscene sequence at c08_a2 (#4)
Version 2.6
- Move survival function to its own file.
- Update main and c11_a3 scripts with new survival changes.
- Add "ammo_glockclip" to the item mapping array, fixes c02_a1 clips near akira elevator giving standard ammo.
- Directly replacing the remaining default 9mm ammo entities with custom one.
Version 2.5
- Prevent some maps from running in Survival mode (like the original HLSP).
- Little less aggressive health math for bosses.
- Implemented health calculation for Gonarch in cracklife_c15.
- "sackmusic" is now looped.
- Added nihilanth crystals to the calculation.
- Moved some scripts from global include to its own trigger_script entity.
Version 2.1 Hotfix
- Added missing point_checkpoint script include. Fixes survival mode checkpoints not spawning (Thanks Enrory).
- Removed mp_survival_starton and mp_survival_supported from map cfgs.
- Added g_SurvivalMode.EnableMapSupport() function to the script mapinit.
- Removed bundled trigger_suitcheck script and referenced vanilla scripts in place (it was a workaround for include files not working across different game folders).
Version 2
- Revised weapon scripts, to ensure they match original game behavior.
- AR grenades is on its own scripted entity to mimic vanilla game, as well as giving 999 grenades instead of 200.
- Added item mapping to some ammo entites to deal with limited item drop selection from breakable boxes.
- Added brass eject to MP5 gun.
- "Pistol" gun now uses same ammunition entity as MP5, fixes issue with low ammo for it.
- Max player armor is now 300.
- Survival mode support (disabled by default, can be enabled with voting).
- Moved item mapping array and weapon register to its own file.
- Exposed weapon slot and position definitions to weapons/weapons.as script (for servers with buymenu weapon conflicts).
- Dynamically set nihilanth health based on connected players count. Calc: NewHealth = CurrentNPCHealth x ( Current player count x Server skill level )
- Moved monster_nihilanth to squadmaker, for support with setting custom health. Also fixed nihilanth sound replacement not working.
Version 1
First release of this crap, because I'm tired of working on it.
Features:
- Done from ground up using original mod files, using SC HLSP merged maps as a base.
- Scripted weapons (not all) as a workaround for client side sounds.
- Intro logo.
- Optimized as hell, by removing most of duplicated sound files and linking them (my ears still bleed).