Tactical, 8 player co-op action game with a top-down perspective
Beta update – 18 Jan, 2022 @ 19:28 UTC
Posted on
We’ve added more features to the beta. We are still targeting 23rd January 2022 for the public release.
Challenge ConVars
Added asw_turret_dmg_override to change the damage per shot of the remote turret.
Added asw_sentry_top_machinegun_dmg_override and asw_sentry_top_flamer_dmg_override.
Added asw_sentry_top_machinegun_fire_rate and asw_sentry_top_cannon_fire_rate.
Added asw_sentry_top_cannon_dmg_override. This affects the base damage. The actual damage is determined by the marine’s explosives skill.
New VScript Functions
Global
Vector GetHullMins(int hullType) – Returns a Vector for the hull mins (hullType)
Vector GetHullMaxs(int hullType) – Returns a Vector for the hull maxs (hullType)
InfoNodes
CAI_Node GetNearestNodeToPoint(CBaseEntity npc, Vector position) – Returns the node nearest to origin with optional npc parameter
int GetAllNearestNodes(CBaseEntity npc, Vector position, int maxNodes, table) – Fills a passed in table of x nearest nodes to origin with optional npc parameter
void GetAllNodes(table) – Fills a passed in table of all nodes
CAI_Link CreateLink(int srcID, int destID) – Creates a new link from srcID to destID and returns the link
CAI_Node
int GetId() – Get node ID
Vector GetOrigin() – Get node origin
Vector GetPosition(int hullType) – Hull specific position for a node
float GetYaw() – Get node Yaw
int GetZone() – Get node zone
void SetZone(int zone) – Set node zone
int GetType() – Get node type
void SetType(int type) – Set node type
bool IsLocked() – Returns true if node is locked
void Lock(float duration) – Locks the node for x seconds
void Unlock() – Unlocks the node
int NumLinks() – Number of links for node
void ClearLinks() – Clears all links from node
CAI_Link GetLink(int nodeID) – Get link to dest node ID
CAI_Link GetLinkByIndex(int index) – Get link by index
int GetInfo() – Get node info
void SetInfo(int info) – Set node info
void AddLink(CAI_Link newLink) – Adds a link to this node
void RemoveLink(CAI_Link link) – Removes a link from this node
void DebugDrawNode(int r, int g, int b, float duration) – Draw node as a box of the given color for x seconds
CAI_Link
int GetSrcNodeID() – Get the ID of the node that ‘owns’ this link
int GetDestNodeID() – Get the ID of the node on the other end of the link
int GetAcceptedMoveTypes(int hullType) – Get the Capability_T of motions acceptable for passed hull type
int GetLinkInfo() – Get other information about this link
float GetTimeStaleExpires() – Returns the amount of time until this link is available again
int GetDangerCount() – Returns how many dangerous things are near this link
void SetLinkInfo(int info) – Sets information about this link
void SetTimeStaleExpires(float duration) – Sets the amount of time until this link is available again
void SetDangerCount(int count) – Sets how many dangerous things are near this link
void SetAcceptedMoveTypes(int hullType, int moveType) – Set the Capability_T of motions acceptable for passed hull type
CAI_DynamicLink GetDynamicLink() – Returns the info_node_link entity for this link or null if it doesn’t exist
CAI_DynamicLink
bool IsLinkValid() – Returns true if the dynamic link has a corresponding node link
void TurnOn() – Enables node link connections
void TurnOff() – Disables node link connections
CAI_Link FindLink() – Returns the node link or null if not found
CAI_Node GetSrcNode() – Returns the node that ‘owns’ this link
CAI_Node GetDestNode() – Returns the node on the other end of the link
Global
InfoNodes
CAI_Node
CAI_Link
CAI_DynamicLink
Added the following enums to script: