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fix nested lists
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README.md
24
README.md
@ -46,18 +46,18 @@ Copy the map files and paste them in `Steam/steamapps/sourcemods/hl2chaos/maps/`
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Some effect-specific advice, if you don't wish to figure it out on your own:
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* **Zero Gravity** and **Invert Gravity**:
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You can stick to the ground as long as you don't jump or move off it.
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Land in water to avoid fall damage.
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Landing on slopes can prevent fall damage.
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* **Water World**:
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Only the crowbar, gravity gun, pistol, and crossbow can be used underwater.
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Drowning damage heals once you leave water.
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If **Superhot** is on, stay still to minimize drowning damage.
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If **Supercold** is on, move around to minimize drowning damage. You can't drown in vehicles.
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* **Annoying Alyx**:
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Don't use burst damage weapons such as the shotgun. Alyx can only lose 25% of her health at once and regenerates health, so will take at least 5 hits to kill.
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* Sometimes things are invisible with **Orthographic Camera**. Turning on the flashlight may fix it.
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* **Zero Gravity** and **Invert Gravity**:
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You can stick to the ground as long as you don't jump or move off it.
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Land in water to avoid fall damage.
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Landing on slopes can prevent fall damage.
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* **Water World**:
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Only the crowbar, gravity gun, pistol, and crossbow can be used underwater.
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Drowning damage heals once you leave water.
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If **Superhot** is on, stay still to minimize drowning damage.
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If **Supercold** is on, move around to minimize drowning damage. You can't drown in vehicles.
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* **Annoying Alyx**:
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Don't use burst damage weapons such as the shotgun. Alyx can only lose 25% of her health at once and regenerates health, so will take at least 5 hits to kill.
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* Sometimes things are invisible with **Orthographic Camera**. Turning on the flashlight may fix it.
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Certain console variables are changed in this mod that you might want your own settings for.
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These settings have been put in their own CFG files so you can control what they are, except when chaos effects modify them.
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70
changelog.md
70
changelog.md
@ -26,15 +26,13 @@
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The effects' underlying criteria remain the same except as noted.
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* **No Lava** and **No Slow Physics** have been deleted because their purpose is now fulfilled by a group.
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* **Pickups**:
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* Made the unsuitable map criterion specific to **Remove All Pickups**,
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so that **Water World** isn't pointlessly restricted on some maps.
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* Made the unsuitable map criterion specific to **Remove All Pickups**, so that **Water World** isn't pointlessly restricted on some maps.
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* **Player Teleport**:
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* Added a few more maps to the list.
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* Added a few more maps to the list.
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* **Quickclip Off**:
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* Made the unsuitable map criterion specific to **Enable Quickclip**,
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* Made the unsuitable map criterion specific to **Enable Quickclip**,
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so that **Floor Is Lava** isn't pointlessly restricted on some maps.
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* **Physics** has been removed and **Ran Out Of Glue** and **Pause Physics** now use their own separate map lists
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that cater to them individually.
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* **Physics** has been removed and **Ran Out Of Glue** and **Pause Physics** now use their own separate map lists that cater to them individually.
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### Groups
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@ -112,14 +110,14 @@ The number of times can be controlled with `chaos_strike_max`. Default 5.
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* The game now sets `sv_cheats` to 1 every time an effect starts as it would interfere with some effects.
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* Created new algorithm for getting the player and other objects out of places where they're stuck.
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* Based off original algorithm used by noclip.
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* Tests for open space above, below, to the north, south, east, and west of the object and all combinations of those directions.
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* Avoids placing objects through walls.
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* Avoids placing objects above nodraw and skybox textures.
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* Optional failsafe to placing object at the nearest appropriate AI node.
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* Failsafe keeps the object in the same node zone if possible.
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* Recognizes quickclip and preserves it while still getting the player unstuck.
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* Forces player to crouch if necessary.
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* Based off original algorithm used by noclip.
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* Tests for open space above, below, to the north, south, east, and west of the object and all combinations of those directions.
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* Avoids placing objects through walls.
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* Avoids placing objects above nodraw and skybox textures.
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* Optional failsafe to placing object at the nearest appropriate AI node.
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* Failsafe keeps the object in the same node zone if possible.
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* Recognizes quickclip and preserves it while still getting the player unstuck.
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* Forces player to crouch if necessary.
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Since it wasn't tracked well before, here is a readout of all current effect **contexts**
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@ -234,29 +232,29 @@ Since it wasn't tracked well before, here is a readout of all current effect **g
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Spawned things ignore the camera's vertical angle to avoid spawning in the ground or directly above the player.
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The game will try to avoid putting NPCs and vehicles inside solid objects.
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* **Spawn Random Vehicle**:
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* Cranes can now spawn.
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* Jalopies can now spawn in Episode Two.
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* Vehicles spawn farther away to avoid hitting the player on the head.
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* Airboats will now have their gun.
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* Cranes can now spawn.
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* Jalopies can now spawn in Episode Two.
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* Vehicles spawn farther away to avoid hitting the player on the head.
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* Airboats will now have their gun.
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* **Spawn Random NPC**:
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* NPCs spawn facing player instead of looking to the side.
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* Large flying NPCs will now spawn farther away.
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* Barnacles and ceiling turrets now spawn on ceilings as opposed to floating in the air.
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* Antlions and antlion guardians may randomly be the acid variants in Episode Two.
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* Alyx can now use her EMP device to reprogram rollermines.
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* Alyx, Barney, citizens, vortigaunts and fisherman now have a randomized readiness level.
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* Citizens will now follow the player and have a randomized medic status, ammo resupplier status, type of ammo they give, clothing, expression, and weapon.
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* Soldiers now have 100 grenades to throw and have a randomized model/elite status and weapon.
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* Scanners are now allowed to chase enemies.
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* Dog will now try to play fetch.
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* Metrocops now have 100 manhacks to deploy and have a randomized weapon.
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* Stalkers now have a randomized beam power.
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* Striders are now allowed to impale the player.
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* Ceiling turrets now actually do stuff.
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* Speculative fix for a crash related to spawned turrets.
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* Vortigaunts can now recharge the player's suit.
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* Zombines can now spawn in Episode One and Two.
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* Advisors, antlion grubs, fast zombie torsos, hunters, and Dr. Magnusson can now spawn in Episode Two.
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* NPCs spawn facing player instead of looking to the side.
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* Large flying NPCs will now spawn farther away.
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* Barnacles and ceiling turrets now spawn on ceilings as opposed to floating in the air.
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* Antlions and antlion guardians may randomly be the acid variants in Episode Two.
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* Alyx can now use her EMP device to reprogram rollermines.
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* Alyx, Barney, citizens, vortigaunts and fisherman now have a randomized readiness level.
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* Citizens will now follow the player and have a randomized medic status, ammo resupplier status, type of ammo they give, clothing, expression, and weapon.
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* Soldiers now have 100 grenades to throw and have a randomized model/elite status and weapon.
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* Scanners are now allowed to chase enemies.
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* Dog will now try to play fetch.
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* Metrocops now have 100 manhacks to deploy and have a randomized weapon.
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* Stalkers now have a randomized beam power.
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* Striders are now allowed to impale the player.
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* Ceiling turrets now actually do stuff.
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* Speculative fix for a crash related to spawned turrets.
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* Vortigaunts can now recharge the player's suit.
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* Zombines can now spawn in Episode One and Two.
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* Advisors, antlion grubs, fast zombie torsos, hunters, and Dr. Magnusson can now spawn in Episode Two.
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* **Water World**:
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Drowning damage will stop when in a vehicle. It already did this sometimes so might as well make it a consistent thing.
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* **No Looking Left/Right** and **No Looking Up/Down**:
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