RCM - V1.3.0
Active Developer Build: TB13
Active User Build: TB12
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
- TB9 | Fixed bullets pulling information from current gun and not gun shot
- TB10 | Fixed /clear guns
- TB11 | Fixed the warning for collisions
- TB11 | Fixed guns having nil as a value for ammo when deselecting too quickly
- TB11 | Fixed guns sometimes breaking on loading of any weapon
- TB12 | EMGCY Head Rotation Fix
Additions:
- TB1 | You can set self.FloatTech = true to add G11’s burst recoil
- TB1 | You can add self.BurstRate to modify how fast the burst shoots
- 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)
- TB9 | Targets now have a tweened fadeout option
- TB9 | Options for the targets to disappear faster or slower
- TB9 | bullet data pointer for bullets shot by players
- TB10 | Added additional check for weldconstraints on weapon weld checks
- TB10 | Added base Grenade template
- TB11 | RCM GDP system (Unfinished, but a start)
- TB11 | Tazers
- TB12 | Unfinished Grenades
- TB12 | Unfinished Refill V2
- TB12 | Templates
- TB12 | Typing chart (For AI creation with grenade handling)
- TB13 | Refill V2
- TB13 | Grenades
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
- TB11 | AI now is completely synced based on the tool instead of per-tool
- TB11 | Sniper AI now uses a modified bolt system (Refer to sniper to base your NPC’s off)
- TB12 | Head Rotation Remote turned to Unreliable Head Rotation Remote
Plans:
- WeaponActiveAction variable to prevent some actions
- Make a event for reload boxes or tag for them
- Surrender not allowing unsurrender (Fix)
- Better vehicle support | Redirected to V1.3.1