Vertu Air Units (VAUs) v2.1.3

Vertu · 334

Vertu

  • Jr. Member
  • **
    • Posts: 79
on: September 15, 2021, 02:31:16 pm
Please consider, the VAU CPack is PAC COMPATABLE! (Or at least intended to be.)
Also, ONLY HAVE ONE RESTOCK BEACON BUILDABLE AT A TIME! Simply go into "Game" when in the level editor, scroll all the way down, and set the maximum "RESTOCK" buildings to 1. The VAUs are not intended to EVER consider more than 1 "RESTOCK".

NOTE!: The TESLA VAU REQUIRES THE V-TESLA CPACK TO OPERATE!
If you don't install the V-Tesla CPack in your map however, the summoner will work fine if the player attempts to summon the TESLA. It won't consume Lithic and most importantly, won't explode unlike in the past.

AI (Artificial Intelligence):
(click to show/hide)

General rules/features/concepts:
(click to show/hide)

Summoner: (Uses GlobalList[98])
(click to show/hide)


Most descriptions are taken directly from Summoner with some alterations and edits.

V-Battlestation:
(click to show/hide)

Auto-Station:
(click to show/hide)

Fighter/VGPSF: (Uses GlobalList[96])
(click to show/hide)

R-Fighter/EXP-VRF: (Uses GlobalList[95])
(click to show/hide)

MBF:
(click to show/hide)

HCPPCAS:
(click to show/hide)

Tesla/V-Tesla/Sniper-Tesla:
(click to show/hide)

RESTOCKv/Restock Beacon:
(click to show/hide)

LORE:
(click to show/hide)



Current version: 2.1.3
There are plans to expand a bit more which will involve all VAUs using GlobalLists. I will be using GlobalList[98,96-89]. in this CPack.
« Last Edit: October 19, 2021, 05:49:03 pm by Vertu »



Vertu

  • Jr. Member
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    • Posts: 79
Reply #1 on: October 11, 2021, 04:02:11 pm
V2.1.2:
  • [PLAYER REPORTED] Fixed the HCPPCAS's ability to fire because I forgot the RefreshUnitLosCache method in the unit... My bad.... Thought it was a worse problem...
  • HCPPCAS's AI will now disarm itself when out of ammo to allow itself to cross into Creeper while moving to the RESTOCK beacon. [UNTESTED]
  • Added ATMOSPHERE DYNAMICS. The higher up a unit goes, the less air resistance it encounters, therefor will have increased movement capabilities based on altitude. There are also atmosphere variables located in the "Governer" script. (Darn bad spelling!)
  • Added damage effects. The more damaged a VAU, the more effects it creates. Current effects are: Smoking and Sparks.
  • Heavily modified VAU HP stats to be more accurate/finalized now that they are important.
  • Summoner should be fully reliable now when it comes to not exploding when you didn't do the thing.
  • V-Tesla integrated into the VAUs, being the bane of skimmers for us to enjoy using.
  • MBF now has a stat buff to all Fighters including the R-Fighter, doubling their Rate of Fire for their main weapon (now shoots green by default, pink when buffed).
  • MBF now has AI.
  • R-Fighter now has a "DIRECT" charge speed identical to the Tesla's OVERCHARGE. This is also it's default charge speed now being double "MAX" charge speed.
  • All VAUs now can move vertically and horizontally at the same time. (Couldn't before due to legacy code and my inexperience at the time).
  • VAUs planned to have interactions with a Creeper Building I have made known as the TCML (TCM) in their scripts.
  • Made the V-Battlestation's shot fancy and now spawns at the end of the barrel.
  • Auto Station now costs 150 Lithic to summon.
  • MBF now costs 1,250 Lithic to summon.
  • R-Fighter now costs 1,800 Lithic to summon.
  • Summoner can now store 2,000 Lithic.
  • Altered projectile velocities of the Fighter and R-Fighter.
  • R-Fighter Laser Missiles now pick a random area to launch to around the target, so all the missiles don't just bunch into a single map Cell, allowing the R-Fighter to deal damage more efficiently.
  • Altered Fighter sounds.
  • Fighter AI now has a deviation between updates, creating desync from other fighters.
Probably forgot a change here and there, this was a very prolonged development of change.
Also still need to figure out how to place images...
« Last Edit: October 11, 2021, 04:09:15 pm by Vertu »