YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

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YEAAAHHHHHHHHHH
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by YEAAAHHHHHHHHHH »

pooty wrote: Mon Aug 09, 2021 8:27 am
everyone hear the OH YEAHHH effect to check the map to see what happened.
You just want everyone to hear your name...lol. Seriously though, its pretty loud now, at least I hear it on Minus pretty much if I am within half a map distance....might be fun to have it "announced" like "Blue Power node Link Nuked...Oh yeaaah"


The more H's on the screen the better. It's a good time for everybody.
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captainsnarf
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

When making the mod I had to go look up your name and count. I wanted to get it right :D

There are 10 H's in YEAAAHHHHHHHHHH !
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infinitecat
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by infinitecat »

Without doubt "Oh YEAAAHHHHHHHHHH" has a much better ring to it than "PLAYER33". :D
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

New version available! Download CSLinkNuke_1.4.zip

changes

- Add separate core damage slider to config, default is 6000 (kills core).

To restore to old 1.3 behavior, set core damage=250
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

New version available! Download here CSLinkNuke_1.5.zip

changes

- Fix scoring for heal damage applied to nodes
- increase damage radius from 1000 to 1500
- fix bug spawning unneeded health effects
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pooty
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by pooty »

On Server.

Here's what I set in the .ini

Code: Select all

[CSLinkNuke.MutUseLinkNuke]
[CSLinkNuke.MutUseLinkNuke]
bHealNodes=True
NodeHealRate=150
NodeHealDuration=5.000000
bHealPlayers=True
PlayerHealRate=15
PlayerHealDuration=5.000000
PlayerHealMax=199
bHealVehicles=True
VehicleHealRate=130
VehicleHealDuration=5.000000
VehicleHealMax=2000
Damage=251
RespawnTime=90
bFlipNodes=False
CoreDamage=2000
Notably, core damage (it should have some effect on core like a nuke), and respawn time to 90 seconds. 60 felt pretty fast--its a powerful weapon, and people should understand that is also useful for healing minos and such. I did increase the healing rates slightly.
Let me know if you think we should change it or anything else on it.
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

New version, download here CSLinkNuke_1.6.zip

Changes

- small update to node healing to make it more consistent
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by captainsnarf »

New version, download here! CSLinkNuke_1.7.zip

Changes
- fix bug where you only got the starter points, oops
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Enyo
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by Enyo »

captainsnarf wrote: Wed Sep 14, 2022 11:26 pm New version, download here! CSLinkNuke_1.7.zip

Changes
- fix bug where you only got the starter points, oops
Does this mean you get full node build/destroy pts for the link nuke now?
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
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Enyo
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Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Post by Enyo »

Also, a request/suggestion to add to the updates list:

Right now when you link nuke a node, even though they get healed all friendly vehicles and players get knocked way back from the "explosion" like a regular nuke. Being a link nuke with the opposite effect of a Redeemer, would it be possible to instead have all friendlies get drawn to the point of impact as it heals them instead? Not a violent implosion where everything smacks together, but maybe a little faster than how a gravity vortex pulls everything toward one point, but without all the swirling about. Or, just get rid of the "explosion."
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
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