UPDATE:
-Infection completely reworked:
infection now has range falloff, meaning at close range you'll infect people a lot quicker then at medium range, and past medium range there is no infection (still damage from the needle though)
infection now spreads in that same falloff way, on close range it spreads quickly, on medium range nearly not (but still a bit) and past that it doesnt
linear progressing of levels of infection
infection level infos: (most of these values are default values which can be changed through cvars)
lvl 1, amount of needles needed = 5 at close range, about 25 at max range, damage 2 (per 3 seconds), max distance on spreading 320.0 units
lvl 2, needles needed = 15 at close range, about 75 at max, damage 3, max distance spread 384.0
lvl 3, nn = 25min, 125max, damage 4, maxdistance 448.0
lvl 4, nn = 35min, 175max, damage 6, maxdistance 512.0
lvl 5, nn = 45min, 225max, damage 8, maxdistance 576.0
lvl 6, nn = 55min, 275max, damage 10, maxdistance 640.0
Walljumping!
the way it works:
basically, the walljump converts all your speed (minus fall speed), to the direction your looking at, plus... it pushes you off the wall.
it is possible to stay close to the wall however.., by strafing into the wall while walljumping.
to walljump, you need a minimum speed of 133.33 (as defined in tf2c_walljump_minspeed) towards the wall, and press crouch and jump at the same time
it's extremely versatile, and it's uses are (but not limited to):
-getting up high places, where a normal jump wouldnt suffice, and a nadejump would be overkill
-getting a quick minimum bhop speed (it can give about 266.66 speed from a normal jump to walljump, if you time it right, thus providing you with about 500+ speed to bunnyhop with)
-jumping over large gaps: since the walljump pushes you off the wall, if you look uppish +airstrafe off the wall, you can walljump pretty far
-and possibly people could go advanced with stuff like walljump to airstab, or making lengthy combos of walljumps to get to weird places, walljumping to dodge, or whatever you want
-another new feature: sniper shot giving a slow, but not in the sense of actually slowing a person down... only in the sense of making that persons bunnyhopcap lower (will probably only work with bunnyhopmode 3, since so far i haven't been able to find a suitable solution to the problem of adding it to the others)
-bug fix: demo mirv nade;
demo mirv secondary explosions now go off one at a time, so anything killed by it won't be killed 4times with 1 mirv
-cvar for throwspeed of nades (tf2c_nades_throwspeed)
-cvar for disabling the current sandman doublejump (or basicly i fixed it, and i give people the option of still having a sandman doublejump) (tf2c_sandmanjump_enabled)
-cvar for forcing everyone on the server to use a specific mode of showinfo
(tf2c_forced_showinfo)
-feature?? addition: (tf2c_jump_info)
ahwell, don't know if it can actually be considered a feature yet (not untill i work it out some more, and make it a bit more extensive anyway) but anyway, basically a cvar to show everyone on the server either:
- how far you jumped(total travelled distance) + how high you jumped (heighest point)
- max forward speed in a jump, max upward speed in a jump
- both
-detailed version, though atm this one is a bit screwy and shouldnt be used, but i'll probably have this fixed before i upload the new version, since it shouldn't be that much work...
-possible bugfix of the pyro nade, crashing windows servers, by making the pyro nade not burn himself (plz tell me if it still does)
-cvar showinfo expanded, there's now option 4, which shows nades + status effects (status effects atm are D = drugged, I = infected, S = slowed)
-reworked the spynade a bit, still not 100% happy with it, but better then the last one
-added the option(cvar) of enabling emp and/or conc nade blast to go through walls
-several small bugfixes i can't remember right now...
all the new cvars in a nice list:
PHP Code:
"tf2c_nades_emp_ignorewalls", "1", "enables the blast to go through walls"
"tf2c_nades_conc_ignorewalls", "1", "enables the blast to go through walls"
"tf2c_nades_throwspeed", "950.0", "this + the playerspeed = speed at which the nade is thrown"
"tf2c_sandmandjump_enabled", "0", "on 1, enables sandman scouts, to do a bodged up doublejump"
"tf2c_walljump_enabled", "0", "enables the spy to wall-jump"
"tf2c_walljump_power", "266.66", "power of the spy-walljump"
"tf2c_walljump_delay_g2w", "0.25", "delay in seconds before being able to walljump again from ground"
"tf2c_walljump_delay_w2w", "0.75", "delay in seconds before being able to walljump again from walls"
"tf2c_walljump_distance", "40.0", "distance to wall"
"tf2c_walljump_minspeed", "133.33", "minimum total speed required to walljump"
"tf2c_infect_enabled", "1.0", "enables infection"
"tf2c_infect_hits", "5.0", "amount of hits needed to infect players"
"tf2c_infect_basedamage", "2.0", "base amount of damage from infection"
"tf2c_infect_mindistance", "128.0", "upto this range, infection is 100% effective"
"tf2c_infect_maxdistance", "640.0", "max range of infection, any further and the needle wont infect"
"tf2c_forced_showinfo", "0", "makes all clients have this mode of showinfo displayed"
"tf2c_snipershot_enabled", "0", "makes snipers shots slow people down (only works with bunnymode 3)"
"tf2c_snipershot_delay", "5.0", "time in seconds for which the debuff lasts"
"tf2c_snipershot_debuffamount", "0.1", "amount of slowdown per shot, if you change this, mapchange is recommended"
"tf2c_quickdoors_enabled", "1", "enables/disables doors to be opened instantly, needs mapchange"
"tf2c_jump_showinfo", "0", "shows info about jumps, 1 for speed, 2 for distance, 3 for both, 4 for detailed"
check the first post for the updated files
note: the walljump and snipershot aren't enabled by default for 2 reasons,
1 they both work best with bhopmode 3, and only with that one so far...
2 walljump and snipershot weren't ideas from tfc, which the name of the mod kinda implies its going for.
so ahwell, anyway... just make sure that if you want to use them, to change the cvars to 1 for enabling them