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View Code? Open in Web Editor NEWA survival horror mod for Blockland that introduces Render, a mysterious entity that haunts the game.
License: MIT License
A survival horror mod for Blockland that introduces Render, a mysterious entity that haunts the game.
License: MIT License
Note: Still present, this was not corrected in 0bc8c4b
Group spawning is a planned mechanic where, in spawning, groups of players in the same area will be treated as a single player. This means that a group of players in close proximity will have the same spawn chance as a lone player.
This is important because the spawn chance becomes unbalanced with multiple players, forcing hosts to raise/lower the spawnrate based on player count.
The intended functionality of this feature is for the bots to disappear quicker the closer they are.
Currently, AI attackers are more likely to spawn close to obstructions. This is a result of branches being picked at random; when the majority of obstructions (particularly walls) are close to the player, the majority of spawns will be as well.
The proposed solution is to scale the chance for each branch by its distance to the player, '
EDIT: Fixed, see 55fa06b
Solution found: The vehicle/bot mount sound can be removed by packaging Armor::onMount
function Armor::onMount(%this,%player,%obj,%a,%b,%c,%d,%e,%f)
{
if(%obj.dataBlock.getId() == RenderDeathArmor.getId())
return;
parent::onMount(%this,%player,%obj,%a,%b,%c,%d,%e,%f);
}
Fixed in commit af80863 in branch "v"
Possibly related to an add-on
Low priority because this only applies to testing bots spawned via Support_Render_Debug
When players are in a vehicle, the AI is not able to select them as a target.
"ShapeBaseImageData:: Could not resolve state "Ready" for image "GlitchDetectorImage""
Observers are meant to always stare back at players when possible. This effect is not accomplished properly when an observer is looking elsewhere.
The add-on uses a "death mount" to freeze players. This mount appears to "bounce" on water, with the potential to launch players upward.
The intended effect is for players to float as normal.
See also: #66
This makes it clear to the user that shooting Render actually does something
EDIT: Decided against this for now.
This prevents a 'strobing' effect if the player cannot be killed.
EDIT: Decided against this change for now
Planned feature: Mini-game hosts can use events to change the prefs of their own mini-game.
Complete; Render kills do not count as bot kills or player kills.
Results in players getting stuck
AI would need adjustments to act accordingly around shrines. Optimally, AI attackers should back out of shrine ranges to continue attacking
Should be able to fix this by increasing the view check FOV
It may be best to always tell the user what the current shrine range is set to
Add an evented message to all shrines that are placed. This will help users understand how it works.
EDIT: Related to the following error: Render_Spawn_GetNewDirection - Returning blank
EDIT2: Issue still occurs after attempted fix; this appears to have multiple causes
This would add a defense factor to gameplay.
Maybe include adjustable health
All bricks turn completely dark until said bot de-spawns. When shaders are turned off, the map is pure white.
Also possibly related, some users report the sky turning blue.
Replication:
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