From Holdfast: Nations At War
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WIP
SDK Changes
- » You can now rig Head and Uniform as separate with the hat being part of the uniform just like we do in the base game.
- » You can now setup a CustomUniformDefinition to allow usage of base game heads. Ie: You make a uniform (and the hat as part of the uniform) and than tick an option to allow people to use base game heads.
- » You can now create global heads. Ie: You make a head which other mods and base game uniforms will support.
- » You can still use the old rigging system of a "Head+Hat" and "Uniform" system for backwards compatibility. Old mods shouldn't break, dm me if they do with the id please.
- » In addition to having "uniform" lods, now you can create a specific "FirstPerson_x_LOD0" that will be loaded only for first person cam mode. For those crispy first person chef's kiss
- » Your name now displays ingame for uniform/heads and in the loading screen for maps. You can set this up in the Mod Properties under the Creator section.
- » Custom Lod Objects works correctly with the spyglass now.
- » New object for scripting a "NoActionInteractableObjectModOverload" so you can hook networked player driven events.
- » Prop_ChurchLecturn_Mod
- » Prop_StandingCandleHolder_Mod
- » Functional_NoAction_InteractableObject
- » Functional_13GunSpawner_Mod
- » Functional_2GunSpawner_Mod
- » Functional_50GunSpawner_Mod
- » Functional_8GunSpawner_Mod
- » Functional_GunboatSpawner_Mod
- » Functional_RocketboatSpawner_Mod
Features & Improvements
- Added New First Person view model.
- Added a new kill log icon for small cannonballs.
- Centered First Person view of swivel cannon.
- Optimized all projectiles.
- Added better support for testing voip in the options panel both ingame and in the main menu.
- 4 new head options
- » George ‘Muppet‘ Burton unlocked at Silver 3 (Rank 30)
- » Albert ‘Jolly’ Saxton unlocked at Decorated 3 (Rank 60)
- » Frank ‘Hammer’ Chapman unlocked at Valour 1 (Rank 65)
- » Thomas ‘Shellshocked’ Baker unlocked at Decorated 2 (Rank 55)
- Secret Halloween event stuff.
Bug Fixes
- Various stability fixes in regards to all projectiles.
- Solved an issue with small cannonballs not damaging spawn tents.
- Solved an issue with rockets and mortars double damaging structures.
- Solved an issue with frontline shells facing the wrong way whilst in air.
- Solved the issue with 'o' debug menu not working. (requires rc set allowAmmoSelectorUIDebugShow true/false)
- Solved an issue with French musician (violinist) uniform panel icons being mismatched.
- Solved various Uniform and Head LOD issues.
- Solved the issue with Horse skin selection not persisting over respawns.
- Solved an issue with Berkton Green stair collider being visibile.
- Solved an issue with the snow on Fort Christina props being weird.
- Solved an issue with lighthouse destruction which led to round delays.
- Removed rc set meleeArenaAllowShooting true/false since it didnt work as expected. Now use the `melee_weapons_only true/false` server config file. If its `melee_weapons_only false`, you can handle midround shooting enabling/disabling using the `rc set allowFiring true/false`.
- » Note: `melee_weapons_only true/false` works in all gamemodes.
- Solved an issue with the the crosshair indicator option being skewed.
- Solved an issue with people getting stuck in pools on Glacier.
- Solved an issue with steamboats not destroying themselves when boarded by the defender side on Heroes Landing.
- Solved an issue with carried objects in the spawn menu bugging out through multiple rounds.
- Solved an issue with testing voip where it led to repeating audio inworld in specific conditions.
- Solved an issue with cavalry tanking multiple grapeshot or blunderbuss shots incorrectly.
- Solved an issue with buckshots breaking cannons when reflective damage was enabled.
Misc.
- Introduced another few banner to the regiment registry.
- Potential fix for a rare case of server lag.
- Removed colliders from interable map flags.
- Merged multiple ammo type requirements together.