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Mastermind Overload characteristic deharcoded #549
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Mastermind Overload characteristic deharcoded #549
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Nightly build for this pull request:
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the Overload.DeathSound should play when the Master Mind dies right ? it plays when it reach any of the Overload Counts beside that every thing works as intended |
It is not apparently ,typical WWp :kekw: |
Using YR 1.001, I've added the following tags to the Lasher Tank for this test. I've found the following based on the newest available Nightly. Overload.Count does not appear to be working correctly. When set to 'Overload.Count=5,7,11,55' , the game will start inflicting damage on the 8th captured object. In Vanilla YR, an 'OverloadCount=5,7,11,55' would start inflicting damage on the 6th captured object. Overload.Damage seems to be working correctly even with the issues described in Overload.Count. Observed behavior: if you set the first value to above 0 (Overload.Damage=1,50,100,500 for example), the unit will immediately take damage upon construction without any captured victims. Overload.Frames seems to be working correctly even with the issues described in Overload.Count. Overload.DeathSound= is also working. Is it possible that a tag rename to 'Overload.VoiceFeedback' to indicate this is played when the unit is taking damage? The current game uses VoiceFeedback for units that hit yellow health and I think it may indicate it's functionality clearer. Overload.ParticleSys and Overload.ParticleSysCount both seem to be working. Overload.ParticleSys= confirmed to work on Spark, Smoke and does not work with Gas, Fire, did not test Railgun, but I have my doubts. MindControll.DrawLink= is also working. It has a typo in the tag name, maybe it is supposed to be MindControl.DrawLink= without the second L in MindControl? |
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# Conflicts: # src/Phobos.cpp
…e_Mastermind # Conflicts: # Phobos.vcxproj # YRpp # src/Ext/CaptureManager/Body.cpp # src/Ext/CaptureManager/Body.h # src/Ext/CaptureManager/Hooks.cpp # src/Ext/Rules/Body.cpp # src/Ext/TechnoType/Body.cpp # src/Ext/TechnoType/Body.h # src/Utilities/TemplateDef.h
…e_Mastermind # Conflicts: # docs/Whats-New.md
Nightly build for this pull request:
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there's a crash with DrawLinks after merging newest develop branch, EIP 00472196, happens when using ANY mind control unit to attack |
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The crash is fixed, and the logic works well in testing |
Profiler showed that the draw link hook cost a lot when the game REALLY had a lot of mind control links, but since it's taking over the vanilla link drawing process it should be acceptable, and numerous links is a laggy thing even in vanilla anyway. It won't contribute to lag visibly when there're not that many links, which is the case for most of the games Though, it would be appreciated if it can be further optimized in the future |
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