Page 4 of 8

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Posted: Thu Aug 12, 2021 7:55 pm
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.

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Posted: Fri Aug 13, 2021 10:41 am
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 !

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Posted: Fri Aug 13, 2021 12:35 pm
by infinitecat
Without doubt "Oh YEAAAHHHHHHHHHH" has a much better ring to it than "PLAYER33". :D

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Posted: Fri Sep 17, 2021 11:31 pm
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

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Posted: Sat Jan 15, 2022 3:16 pm
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

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Posted: Sun Jan 16, 2022 11:04 am
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.

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Posted: Wed Mar 02, 2022 10:58 pm
by captainsnarf
New version, download here CSLinkNuke_1.6.zip

Changes

- small update to node healing to make it more consistent

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

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

Changes
- fix bug where you only got the starter points, oops

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Posted: Thu Sep 15, 2022 2:28 pm
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?

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Posted: Thu Sep 15, 2022 2:36 pm
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."