Traitor Deathmatch (#2719)

* Traitor Deathmatch: Add the preset [Rebase onto factors line]

* Traitor Deathmatch: Being a human head or other not-quite-fully-animate object counts as dead. [ROFL]

* Traitor Deathmatch: Add redemption machine (but it doesn't work) [ROFL]

* Traitor Deathmatch: Map in redemption machines [ROFL]

* Traitor Deathmatch: Make the rounds end properly [ROFL]

* Traitor Deathmatch: PDA redemption works [ROFL]

* Traitor Deathmatch: New redemption machine sprite ( @Tomeno )

* Traitor Deathmatch: Get rid of redundant using

* Traitor Deathmatch: Change scoring, prevent redeeming your own PDA, fix bug where PDAs are not tagged with their owner names

* Traitor Deathmatch: Better messages, change cvar name, don't count ghosts for spawnpoint selection
This commit is contained in:
20kdc
2020-12-13 15:00:49 +00:00
committed by GitHub
parent 4ea18f2449
commit fd0df9a00a
15 changed files with 514 additions and 4 deletions

View File

@@ -344,3 +344,22 @@
chance: 0.95
gameRules:
- RuleSuspicion
- type: entity
name: Traitor DeathMatch PDA Redemption Machine Spawner
id: TraitorDMRedemptionMachineSpawner
parent: BaseConditionalSpawner
components:
- type: Sprite
netsync: false
visible: false
sprite: Objects/Misc/traitordm.rsi
state: redemption
- type: ConditionalSpawner
prototypes:
- TraitorDMRedemptionMachine
chance: 1.0
gameRules:
- RuleTraitorDeathMatch

View File

@@ -0,0 +1,26 @@
- type: entity
id: TraitorDMRedemptionMachine
name: traitor deathmatch pda redemption machine
description: Put someone else's PDA into this to get telecrystals.
components:
- type: Sprite
layers:
- sprite: Objects/Misc/traitordm.rsi
state: redemption
- sprite: Objects/Misc/traitordm.rsi
state: redemption-unshaded
shader: unshaded
- type: Clickable
- type: InteractionOutline
- type: Physics
anchored: true
mass: 1
shapes:
- !type:PhysShapeAabb
bounds: "-0.25,-0.25,0.25,0.25"
layer:
- Clickable
- type: TraitorDeathMatchRedemption
placement:
mode: AlignTileAny