RCM - V1.3.0
Active Developer Build: TB8
Active User Build: TB8
Fixes:
- Issue where game.Player.(player):LoadCharacter() removes the ability to click with guns
- Players being able to equip weapons when dead (Fixed by adding tags to characters on death)
- arm issue
- Old code fix from a old script I use to base this on (Model Rotation Fix)
- TB7 | Weapons are now checked on the server for improper welds
- TB8 | Sometimes chambering a gun may result in the gun stance to be a number outside the range, added a fix to make sure it doesn’t happen.
- TB8 | Marks on a target weren’t colored
- TB8 | Fixes for the AI’s
Additions:
- Rewrote CAS to be inside the Event Handler
- Added:
- Death Handler (Handled @ line 1358-1360)
- bolting
- Bolting weapons can have a variable called “CanBolt” being set to false makes it impossible to bolt.
- Bolting now resets your gun stance to last gun stance
- Targets now can have the tag “Target” and have dots, with a attribute for “markcolor” allowing any color of mark
- TB7 | You can rename the viewmodel in the configs
- TB7 | Finished up CAS-A system
- TB8 | Forcefields of AI sometimes not existing (Check)
Changes:
- Event system is now named “PlayerHandler” instead of “EventHandler”
- Pickups now have a requirement to not have the “ACSDH” tag
- Damage handling is now handled through the config of DamageHandler
- this is kinda wierd to work with, might restructure
- TB7 | Removed config “TK”/“TKMulti” for a simple toggle in damage handler
- TB8 | Fixed a issue in M870 being unanchored, and having parts anchored still
- TB8 | Updated AI tracking
- TB8 | Created a fix for nil forcefields
Plans:
- WeaponActiveAction variable to prevent some actions