Re: Swamp, zombie FPS by Aprone
I like the idea of more menu events to capture menu status. Variables could work also. You can have a boolean variable set to true or false to determine a menu to see if it's open or closed. Along with that, can you add a way to halt the script? when you open a menu the script continues running in the background and so we can't pause it when the menu is open. Some more ideas: adding variables to output the weapon, ammo, hp in percentage, and where the player has his or her's skills set, could give campaign designers more power to make scripts. I'm just putting out ideas, the scripting language is really nice as it is, but it can be made better so people don't have to find crazy workarounds to write scripts.
I hate to say this, but playing with zombie footsteps is near to impractical on maps 3, 4, and 5 do to the huge lag when running around. On map 3 for example, I can reach as low as walking with a minigun not braced with zombie footsteps enabled if not slower. People that do not use a radar can run into trouble quickly if they have his or her footsteps muted because of the changing in speed. From what I have observed, using up that much lag should cause my computer to cap out in CPU usage, but I never see it go above 50% average load.
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