Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

NPC Companion (with Serious Sam 2 Natives)
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Update: Nov 3 @ 12:09am

V1.1

General changes:

  • `Ry's Serious Sam 2 Weapons and Items` is no longer a requirement for this mod; All the relevant assets are included. This is so that Addon Packs don't also have to list that mod as a requirement as well. I do still recommend Addon-makers have it, since the test map still uses some assets from it.
  • Fixed a problem where the Survival gamemode would behave like a multiplayer mode in singleplayer (making you unable to pause), or like a singleplayer mode in multiplayer (making you unable to select map correctly).
  • You can now customize Extra Enemy Strength/Damage for multiplayer NPC Survival.
  • Enemy Strength *and* NPC Strength can now be adjusted at any time ingame via the Settings menu.
  • NPCs will no longer try to attack Mordekai before he has appeared. This was mainly a problem on Bear City.
  • When it comes to boss enemies, NPCs will now focus more on weaker mobs if there are any around. They can still be Ordered to focus on the boss if you want.
  • Fixed a problem where Witch Brides could still target NPCs the instant they spawn in.
  • The NPCs will no longer react to "threat sounds", nor will they generate a threat sound when targetting a foe or the player. Now NPCs set to Hold and Avoid at the same time will no longer move towards dying enemies. As well, enemies that have limited FOV or senses won't be alerted when the NPC targets you to follow you. (This does need to be done on a per-NPC basis, for anyone who's been working on their own NPCs)

Internal changes (relevant for Addon creation):
  • New Fight Moded parameters:
    • `AutoShoot`: Allows you to set it up so the NPC will constantly shoot as long as the target is in sight.
    • `AttackPreferFrontHeading`: Allows you to make it so the NPC prefers targets that are currently in front of where the NPC is aiming.
    • `AttackPreferDistance`: Allows you to make it so the NPC prefers targets within a certain range. This is different from AggroRange, as the NPC can still target enemies outside this range, but will switch to other enemies within the range if they show up.
  • When using `IsFlyingChar`, you now no longer need to set `StepHeight`, `ClimbHeight`, and `DropHeight` to make use of Move Overrides and Dodging.
  • `SpawnHeightOffset` has been renamed to `HoverHeightOffset`. `SpawnHeightOffset` is now depreciated, but will be automatically converted to `HoverHeightOffset` if it was in use.
  • Setting a custom Spawn Effects template now actually works. Additionally, I've adjusted how the template for those are set up, now just using 1 model each for spawn in and out, with all the relevant sounds/effects included in the models.
  • For advanced users, the script will now run a script named after the pack if it exists at the following filepath: `Content/Shared/Scripts/NPCCompanionHelperScripts/[PackName].lua`
  • Whenever an NPC spawns, a CustomEvent named as such will be sent: `NPCCompanion_Spawned_[PackName]_[NPCName]`. The payload for this is the NPC slot data from the main script. Say you name the payload `CurrNPC`, you'd get the puppet by doing `local Puppet = CurrNPC.Puppet`. I don't immediately plan on documenting all of the slot data; It's a lot. This is sent on both Host and Client, so any scripting using this does need to account for that.

SS2 Natives:
  • Bazooka-wielding Simbas, Zixies, and Elvians now fire more often.
  • Blade-wielding ChiChe now fire less often, to allow them to move between attacks.
  • Slightly lowered damage for the following:
    • ChiChe Uzis (8 to 7 per bullet)
    • Elvian Shotguns (8 to 7 per bullet; 70 damage total)
    • Zixie Chief Skulls (60 to 45 direct damage per; 180 damage total)
    • Elvian King Soundwaves (30 to 25 range damage per; 175 damage total)

Update: Aug 14 @ 7:03am

V1.0 - Initial Release

Update: Aug 14 @ 3:37am