https://wiki.empiresmod.com/api.php?action=feedcontributions&user=Xyaminou&feedformat=atomEmpires Wiki - User contributions [en]2024-03-29T06:45:26ZUser contributionsMediaWiki 1.40.0https://wiki.empiresmod.com/index.php?title=Version/2.35.x&diff=10716Version/2.35.x2023-04-28T19:23:39Z<p>Xyaminou: /* Script/Game Balance */</p>
<hr />
<div>{{SitenavNested|:Change_Log|Patch notes}}<br />
== 2.35.0 ==<br />
<small>'''Release: (TBA)'''</small><br />
=== Features ===<br />
<br />
=== Bug fixes ===<br />
* Fixed vehicle spawners autorespawn keyvalue not working as intended. Vehicles would never respawn if the previous vehicle carcass had been recycled.<br />
* Fixed an issue causing vehicles to be sent less throttle input than expected. Expected multiplier input to physics engine was 1.0 (MAX), actual input was 0.92 because of a bad constant hardcoded in via joystick code. (Also affects keyboard input.)<br />
** This means vehicles will effectively have 8.69% increased throttle. This is unlikely to have a big impact on game balance.<br />
* Fixed a bug causing non-solid emp_engineer_map_brush / emp_engineer_map_object entities to receive damage.<br />
* Concussion grenades now only blind alive players.<br />
* Various bug fixes to env_projectedtexture<br />
** Also increased limit of env_projectedtexture entities from 1 per PVS to 9.<br />
<br />
=== Script/Game Balance ===<br />
* Increased the radius of the engineer radar from 2000 -> 4000 units.<br />
* Reduced the radius of the scout's auto-spotting from 5000 -> 3000 units.<br />
<br />
=== Maps ===<br />
==== con_eastborough ====<br />
* Ticket issues resolved.<br />
* Map description has been updated/fixed.<br />
* Slight adjustments to one of the flags.<br />
* Changed the lighting and atmosphere, added weather effects.<br />
<br />
==== as_escort ====<br />
* 4x damage multiplier on the second flag's buildable bridge is now 2x - Respawn timer is unchanged. (60 seconds)<br />
* Tweaked displacements around the last flag to hopefully prevent Brenodi being able to access areas they're not supposed to reach.<br />
* Fixed some exploit spots around the first flag by tweaking the player clip brushes.<br />
<br />
=== Other/Misc ===<br />
* Change commander alert hotkey to jump to the most recent alert instead of cycling through the onscreen alerts.<br />
** This has been changed because new alerts weren't resetting the cycle position and the hot key was confusing to use. It now mirrors behavior typical to other RTS games.<br />
* Updated the Empires FGD with various fixes and additions.<br />
** Vehicle chassis/engine/weapon ID's have been updated for vehicle spawner entities to work as expected.<br />
** Added various autovisgroup definitions for ease of hiding/selecting entities in hammer.<br />
** Added a new keyvalue to vehicle spawners to add a delay when respawning vehicles after a previously spawned vehicle is removed.<br />
** Updated and improved the FGD definition for env_projectedtexture.<br />
<br />
[[Category:Patch_Notes]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.35.x&diff=10715Version/2.35.x2023-04-28T19:22:52Z<p>Xyaminou: /* Bug fixes */</p>
<hr />
<div>{{SitenavNested|:Change_Log|Patch notes}}<br />
== 2.35.0 ==<br />
<small>'''Release: (TBA)'''</small><br />
=== Features ===<br />
<br />
=== Bug fixes ===<br />
* Fixed vehicle spawners autorespawn keyvalue not working as intended. Vehicles would never respawn if the previous vehicle carcass had been recycled.<br />
* Fixed an issue causing vehicles to be sent less throttle input than expected. Expected multiplier input to physics engine was 1.0 (MAX), actual input was 0.92 because of a bad constant hardcoded in via joystick code. (Also affects keyboard input.)<br />
** This means vehicles will effectively have 8.69% increased throttle. This is unlikely to have a big impact on game balance.<br />
* Fixed a bug causing non-solid emp_engineer_map_brush / emp_engineer_map_object entities to receive damage.<br />
* Concussion grenades now only blind alive players.<br />
* Various bug fixes to env_projectedtexture<br />
** Also increased limit of env_projectedtexture entities from 1 per PVS to 9.<br />
<br />
=== Script/Game Balance ===<br />
* Increased the radius of the engineer radar from 2000 -> 4000 units.<br />
<br />
=== Maps ===<br />
==== con_eastborough ====<br />
* Ticket issues resolved.<br />
* Map description has been updated/fixed.<br />
* Slight adjustments to one of the flags.<br />
* Changed the lighting and atmosphere, added weather effects.<br />
<br />
==== as_escort ====<br />
* 4x damage multiplier on the second flag's buildable bridge is now 2x - Respawn timer is unchanged. (60 seconds)<br />
* Tweaked displacements around the last flag to hopefully prevent Brenodi being able to access areas they're not supposed to reach.<br />
* Fixed some exploit spots around the first flag by tweaking the player clip brushes.<br />
<br />
=== Other/Misc ===<br />
* Change commander alert hotkey to jump to the most recent alert instead of cycling through the onscreen alerts.<br />
** This has been changed because new alerts weren't resetting the cycle position and the hot key was confusing to use. It now mirrors behavior typical to other RTS games.<br />
* Updated the Empires FGD with various fixes and additions.<br />
** Vehicle chassis/engine/weapon ID's have been updated for vehicle spawner entities to work as expected.<br />
** Added various autovisgroup definitions for ease of hiding/selecting entities in hammer.<br />
** Added a new keyvalue to vehicle spawners to add a delay when respawning vehicles after a previously spawned vehicle is removed.<br />
** Updated and improved the FGD definition for env_projectedtexture.<br />
<br />
[[Category:Patch_Notes]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.34.x&diff=10707Version/2.34.x2023-03-05T17:38:50Z<p>Xyaminou: /* Features */</p>
<hr />
<div>{{SitenavNested|:Change_Log|Patch notes}}<br />
== 2.34.9 ==<br />
<small>'''Release: (2023-03-05)'''</small><br />
=== Features ===<br />
* Double clicking of weapons/armor/engine in vehicle customization now adds/removes. Armor and engine will swap what is equipped if trying to add a different armor.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug causing engineer tool to lose charge if the player triggered a re-equip before deploying the weapon.<br />
* Fixed a bug preventing vehicles from repairing on repair stations when taking DMG_CRUSH damage type. (Physics crush damage/Damaged caused by crashing into walls)<br />
* Fixed a client crash relating to guard/attack orders.<br />
* Minor fixes to mini-map player icons.<br />
* Minor fix to cross-hair alignment.<br />
* Minor fix to artillery feedback skill showing hits that occurred before having the skill.<br />
* Minor fix to prevent console spam on the server - caused by vehicle engine heat variables.<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Armors ====<br />
* Regenerative<br />
** Reduced Cost from 12 to 11<br />
** Reduced Weight from 15 to 13<br />
** Reduced Biological Damage Multiplier from 1.25 to 1.1<br />
* Absorbant<br />
** Increased Cost from 10 to 11<br />
** Increased Biological Damage Multiplier from 0.5 to 0.8<br />
** Reduced BulletPlasmaResist from 0.1 to 0<br />
** Reduced ShellPlasmaResist from 0 to -0.1<br />
* Reactive<br />
** Increased Cost from 15 to 16<br />
** Reduced Health from 120 to 110<br />
* Composite<br />
** Increased Angle modifier from 0.35 to 0.5<br />
==== Vehicle Weapons ====<br />
* Homing Missile<br />
** Increased Reload Time from 5s to 8s<br />
* Plasma Cannon<br />
** Increased Clip Size from 30 to 40<br />
* Biological Cannon<br />
** Increased Clip Size from 30 to 40<br />
* Depleted Uranium Machine Gun<br />
** Reduced Cycle time from 0.105 to 0.09<br />
==== Vehicle Engines ====<br />
* Bio Diesel<br />
** Decreased Heat Stall Penalty from 50% to 25%<br />
==== Infantry Weapons ====<br />
* Mines<br />
** Disabled mine detonation by vehicle carcasses. (This is back to the old behaviour.)<br />
* RPG<br />
** Reduced Explosion Radius from 75 to 50<br />
** Reduced Turning Speed from 1.65 to 1.5<br />
<br />
== 2.34.8 ==<br />
<small>'''Release: (2022-09-25)'''</small><br />
=== Features ===<br />
==== Changes to squad menu ====<br />
* Fixed some alignment issues on text / icons.<br />
* Text should is now set as 'proportional' and should better based on resolution.<br />
* Health values update more reliably and are now colored Red->Green based on health percentage. (Squad aura indicator is now white, to avoid confusion.)<br />
* The Squad Power icon now has text displaying time left on it's timer.<br />
* Fixed some issues with the squad member flashing indicator when squad members fire weapons. (This now flashes their name instead of the whole row background.)<br />
==== Changes to squad revive ====<br />
* Improved the checks used for positioning revived players. Ray casts are more predictable in terms of where players might be revived, using a radius around the squad leader.<br />
* Added extra checks to prevent reviving through terrain. This might not cover every situation but it's a big improvement over the previous method.<br />
* Player's are no longer revived on locations where they would fall down a slope. It will instead try a different location.<br />
* Squad members now revive slightly closer to the squad leader if the revive is successful. Previously players would spawn in very random locations which could be quite far from the squad leader, leaving no opportunity for counter play from the enemy team. This is no longer the case and squad revive is more predictable, both for the squad leader and the enemy!<br />
* Revived squad members now point in the direction that the squad leader was looking, rather than always pointing toward east!<br />
<br />
=== Bug fixes ===<br />
* Spotting is now removed when a player dies. Previously the spotting diamond would display until the spotting timer expired.<br />
* Updated console font to be proportional. It should now be readable on most resolutions.<br />
* Updated some mini-map fonts to be proportional. These should now be readable on most resolutions.<br />
* Fixed an issue with chat closing when you get revived. Although there are benefits to this, it can be annoying if you typed out a whole message and lose it all!<br />
* Fixed issues where the engineer tool couldn't detect a ragdoll when attempting to revive players. (Reviving players who died in water is now fixed!)<br />
* Fixed a bug where the squad menu player ordering would break, leaving gaps and breaking the squad menu. This only occurred when the round had ended.<br />
<br />
=== Script/Game Balance ===<br />
==== Changes to infantry movement ====<br />
* Speed upgrade now increases swim speed through water. There was previously a bug causing players to move at the maximum speed regardless of having the skill or not.<br />
** Stamina use in water is now the same regardless of player stance (Crouch/standing), this is because the speed is the same regardless of stance.<br />
* Speed upgrade now affects crouch/prone stances - whereas previously they were set to always consider you having the speed upgrade skill.<br />
* Fixed a few bugs causing low movement speed whilst using weapon iron sights. This is a significant change to the previous move speed as it was setting it lower than it should have been.<br />
** As a result, the view model bobbing effect has been significantly reduced when using weapon iron sights and moving around.<br />
** Running while in sniper scopes is slower than standard iron sights. (25% reduction but this may need further tweaking.)<br />
<br />
==== Infantry weapons ====<br />
* Concussion grenades<br />
** Disable effect to turrets is now applied when the damage is applied rather than separately. Explosion damage is more reliable than the single ray cast method that was previously in use.<br />
*** As a result, the damage radius has been increased to be closer to the original disable radius. Damage falloff reduction has been changed to reflect this. Radius is now 400 (up from 300), damage falloff reduction starts at 200 (down from 300).<br />
<br />
==== Vehicle Engines ====<br />
* All Engines<br />
** Gas Turbine<br />
*** Heat Dissipation increased by 1<br />
*** Heat Output At Max decreased by 1<br />
** Bio Diesel<br />
*** Heat Dissipation increased by 0.5<br />
** Fission Reactor<br />
*** Heat dissipation increased by 0.5<br />
*** Heat Output At Max decreased by 1<br />
<br />
== 2.34.7 ==<br />
<small>'''Release: (2022-06-26)'''</small><br />
=== Bug fixes ===<br />
* Fixed a bug causing the engineer tool to regain more ammo than expected when re-applying the player's class.<br />
* Fixed an issue preventing map spawned ammo crates from re-supplying tanks in certain situations.<br />
* Fixed a problem with the squad artillery ability being activated in areas that shouldn't be allowed. (Non sky-box.)<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Resists ====<br />
* RPG Resistances and resulting Damage to Infantry is now same as Mortar<br />
* Scout<br />
** Increased RPG Resist from 0 to 0.19<br />
*** Reduces RPG Damage from 117 to 105<br />
* Rifleman<br />
** Increased RPG Resist from 0 to 0.1<br />
*** Reduces RPG Damage from 130 to 117<br />
* Grenadier<br />
** Increased RPG Resist from 0.2 to 0.28<br />
*** Reduces RPG Damage from 104 to 93<br />
* Engineer<br />
** Increased RPG Resist from 0 to 0.1<br />
*** Reduces RPG Damage from 130 to 117<br />
<br />
==== Vehicle Weapons ====<br />
* Plasma Cannon<br />
** Increased Projectile Speed from 3100 to 3300<br />
** Reduced Gravity from 0.35 to 0.30<br />
** Reduced Projectile Spread from 1 to 0.4<br />
* Railgun<br />
** Increased Cost from 120 to 140<br />
* Biological Cannon<br />
** Increased Damage from 70 to 80<br />
** Increased Recoil from 70 to 80<br />
** Increased Speed from 3000 to 3100<br />
** Reduced Gravity from 0.35 to 0.325<br />
** Increased Explosion Radius from 150 to 200<br />
** Increased Infantry Bio Damage from 4 to 6<br />
<br />
== 2.34.6 ==<br />
<small>'''Release: (2022-05-01)'''</small><br />
=== Bug fixes ===<br />
* Fix order distances having incorrect unit conversion from inches to meters.<br />
* Fix an exploit allowing players to refill their engineer tool to full when changing class.<br />
* Disable mine detonation for players on ladders.<br />
* Remove double averaging of scoreboard latency, engine code already handles it.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Resists ====<br />
* Engineer & Rifleman<br />
** Increased Mortar Resist from 0 to 0.1<br />
*** Reduces Mortar Damage from 130 to 117<br />
* Scout<br />
** Increased Mortar Resist from 0.1 to 0.19<br />
*** Reduces Mortar Damage from 117 to 105<br />
* Grenadier<br />
** Increased Mortar Resist from 0.2 to 0.28<br />
*** Reduces Mortar Damage from 104 to 93<br />
==== Command Vehicle ====<br />
* Reduced Engineer Hull Repair from 3 to 1<br />
** It triples the time it takes to repair the Command Vehicle's Hull<br />
* Reduced Engineer Armor Repair from 0.04 to 0.01<br />
** It Quadruples the time it takes to repair the Command Vehicle's Armor<br />
* Reduced Command Vehicle's Armor Health from 275 to 250<br />
* Reduced Command Vehicle's Armor Regenaration from 0.004 to 0.002<br />
* Increased Command Vehicle's Armor Damage to Heat Absorbed from 0.025 to 0.04<br />
<br />
{{DevNote|The Command Vehicle needs to be strong enough to withstand enemy fire for a short period of time, however this strength and the ease of repair have made it possible to use the Command Vehicle to drive into enemy fire with little to no consequence.<br />
With these changes taking too much damage will cost your team time. }}<br />
<br />
==== Vehicle Armors ====<br />
* All Armors<br />
** Increased Squad Artillery Resistance from 0 to 0.25<br />
==== Vehicle Weapons ====<br />
* Extended Range Cannon<br />
** Increased Gravity from 0.1 to 0.15<br />
* Plasma Cannon<br />
** Increased Explosion Force from 100 to 500<br />
* Railgun<br />
** Increased Gravity from 0.04 to 0.05<br />
** Increased Explosion Force from 50 to 1000<br />
* Biological Cannon<br />
** Increased Explosion Force from 170 to 300<br />
* Upgraded Missile Launcher<br />
** Reduced Heat from 6.5 to 6<br />
** Reduced Weight from 70 to 60<br />
** Increased Explosion Force from 50 to 100<br />
* Biological Missile Launcher<br />
** Reduced Weight from 70 to 60<br />
* Salvo Missile Launcher<br />
** Reduced Weight from 60 to 55<br />
** Increased Explosion Force from 20 to 50<br />
* Guided Missile Launcher<br />
** Reduced Heat from 9 to 8<br />
** Reduced Weight from 70 to 60<br />
** Increased Clip Size from 4 to 5<br />
** Increased Explosion Force from 40 to 100<br />
* Homing Missile Launcher<br />
** Increased Explosion Force from 40 to 500<br />
==== Infantry Weapons ====<br />
* Mortar & RPG now share the same ammo<br />
** It effectively reduces the amount of ammo Grenadiers carry by half<br />
* Mortar<br />
** Reduced Speed from 2000 to 1800<br />
* Northern Faction .50cal Rifle<br />
** Increased Minimal Damage from 20 to 30<br />
*** It ensures that it takes 4 shots to kill an enemy on distances shorter than ~6000 units<br />
<br />
== 2.34.5 ==<br />
<small>'''Release: (2022-04-02)'''</small><br />
=== Bug fixes ===<br />
* Fixed a bug/exploit that was allowing refineries to be placed at no resource cost.<br />
* Fixed a bug where the engineer tool kit would not recharge the correct amount if you changed your skills while it was holstered.<br />
* Fixed the "Just in time" achievement being awarded to the local player even if it was a different player that triggered the achievement.<br />
* Fixed some issues where the squadleader.cfg file would not execute when expected, leaving you with the wrong key binds if you specified key binds inside the file.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Weapons ====<br />
* Heavy Machine Gun<br />
** Increased firing rate from 660 RPM to 792 RPM.<br />
* SMG1<br />
** Reduced Max Falloff from 10k to 6k<br />
** Changed Moving Accuracy so it accounts for the moving speed<br />
*** This results in lower accuracy while moving<br />
** Changed Kick to be more consistent<br />
* SMG2<br />
** Reduced Max Falloff from 10k to 4k<br />
** Changed Moving Accuracy so it accounts for the moving speed<br />
*** This results in lower accuracy while moving<br />
** Changed Kick to be more consistent<br />
* BEHR/NFAR<br />
** Reduced Max Falloff from 10k to 8k<br />
** Changed Moving Accuracy so it accounts for the moving speed<br />
*** This results in lower accuracy while moving<br />
* Shotgun<br />
** Reduced Melee Cycle Time from 1 to 0.8<br />
** Increased Melee Damage from 70 to 80<br />
* NF Shot Pistol<br />
** Reduced Damage from 20 to 14<br />
** Reduced Cycle Time from 0.6 to 0.5<br />
** Reduced Max Falloff from 10k to 2k<br />
** Changed Accuracy<br />
** Changed Kick<br />
==== Vehicle Chassis ====<br />
* Artillery Tank<br />
** Removed Cannon's Yaw (movement left and right)<br />
* Northern Faction Artillery Tank<br />
** Increased minimum pitch (movement up and down) so the cannon does not go inside the vehicle<br />
==== Vehicle Weapons ====<br />
* Artillery Cannons<br />
** Removed Recoil<br />
==== Vehicle Armor ====<br />
* Reflective angle modifier effective angle range has been reduced from 5 -> 50 degrees to 2.5 -> 47.5 degrees.<br />
** This is a direct buff to all armors using the reflective angle modifier script attribute as it will reduce the size of the angle modifier "dead zone" (The zone in which there is no damage reduction).<br />
<br />
== 2.34.4 ==<br />
<small>'''Release: (2022-02-26)'''</small><br />
=== General changes ===<br />
* Increased all voice line sound attenuation distance by about 1000 units.<br />
* Removed unnecessary binary files from server packages. (Some client files were being shipped to server packages unnecessarily.)<br />
* Added server commands to limit bunny hopping velocity gain and to enable auto bunny hopping, both are disabled by default. sv_enablebunnyhopping & sv_autobunnyhopping<br />
<br />
=== Bug fixes ===<br />
* Fixed a server crash relating to mines not being removed correctly.<br />
* Fixed a few minor issues with the squad aura indicator sometimes showing incorrectly.<br />
* Fixed an issue causing prop_physics_multiplayer entities being non-solid to players.<br />
* Fixed player spawn points being able to be blocked by other players.<br />
<br />
=== Script/Game Balance ===<br />
* Scout hide is now removed from players who are reviving or being revived.<br />
* Added functionality for explosions to be blocked by multiple entities.<br />
** This allows damage to be applied with a system where multiple entities reduce the damage toward 0, instead of everything behind an explosion ray being blocked by the same thing. This should be more dynamic and it does fix some instances where people could potentially abuse flaws in the old system. (Like throwing concussion grenades at your feet, blocking the ray and causing the damage to pass through the walls and deal damage to turrets hidden behind them...)<br />
* Large explosions no longer lose damage if player body parts are blocked, this feature was added in version 2.33.1<br />
** This means that some weapons will always maintain their damage if the player is in radius and in line of sight to the explosion. (Currently this affects all artillery shells and nuclear missiles.)<br />
==== Buildings ====<br />
* Vehicle Factory<br />
** Increased Health from 250 to 350<br />
** Increased Cost from 400 to 500<br />
* Radar<br />
** Increased Health from 200 to 250<br />
==== Infantry Weapons ====<br />
* Concussion Grenades<br />
** Increased Max Ammo from 3 to 6.<br />
* Northern Faction Assault Rifle<br />
** Reduced Rate of Fire from 660 RPM to 565 RPM<br />
** Changes have been made to the Assault Rifle's accuracy<br />
*** The NFAR is most effective while being still and firing short bursts<br />
* Northern Faction SMG2<br />
** Changes have been made to the SMG2's accuracy<br />
*** SMG2 is most effective while being mobile and in close quarters "spraying and praying"<br />
* Northern Faction SMG1<br />
** Changes have been made to the SMG1<br />
*** SMG1 is effective for short to medium range engagement in any situation<br />
* Brenodi Empire Heavy Rifle<br />
** Reduced Rate of Fire from 660 RPM to 565 RPM<br />
** Changes have been made to the Assault Rifle's accuracy<br />
*** The BEHR is most effective while being still and firing short bursts<br />
* Brenodi Empire SMG2<br />
** Changes have been made to the SMG2's accuracy<br />
*** SMG2 is most effective while being mobile and in close quarters "spraying and praying"<br />
* Brenodi Empire SMG1<br />
** Changes have been made to the SMG1<br />
*** SMG1 is effective for short to medium range engagement in any situation<br />
* Brendo Empire Pistol 2<br />
** The Brenodi Empire Pistol 2's accuracy has been improved<br />
* A few of the weapons have been rebalanced, see the changes here https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/231/diffs?commit_id=506bca8eac8be7900d5c799fce0e9c88e9ff66dd<br />
<br />
== 2.34.3 ==<br />
<small>'''Release: (2022/01/28)'''</small><br />
=== Features ===<br />
* Added a squad member ID to both the mini-map and the Squad HUD. This can be used to locate specific players.<br />
* Added player requests to the squad HUD. (Ammo/Health/Repairs)<br />
* Added an indicator in the Squad HUD for players receiving the squad aura effect. (Green box next to player health when the player is receiving the benefit of the squad aura.)<br />
<br />
{| style="margin-left:4em;text-align:center" class="wikitable"<br />
|-<br />
! Squad HUD changes !! Mini-map changes<br />
|-<br />
|[[File:SquadMenuChanges 2022-01-28.png|frame|center| Added player request icons (Ammo/Health/Repairs) and an indicator for players currently receiving the squad aura effect.]]<br />
||<br />
[[File:MinimapSquadIDExample.png|frame|center|The minimap now shows an ID for each player in your squad, this can be used to identify where each player in the squad is on the map.]]<br />
|}<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing explosion damage to break completely on vehicles. This was caused by a previous version, some of the explosion code was rewritten to fix a bug involving a tank's turret entity transferring damage to the tank entity. There was an oversight which was causing the damage to be prevented entirely; it should now be fixed.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Resistances ====<br />
* Reduced Explosive Missile Resistance (Nuclear Warhead) for all classes<br />
** Grenadier with Health Upgrade can no longer survive a direct nuclear missile hit<br />
* Reduced Artillery resistance for all classes<br />
** Grenadier with Health Upgrade can no longer survive a direct high-explosive artillery shell hit.<br />
==== Research ====<br />
* Plasma Heavy Machine Gun<br />
** Reduced Time from 90 to 60<br />
** Reduced Cost from 360 to 240<br />
<br />
== 2.34.2 ==<br />
<small>'''Release: (2022/01/23)'''</small><br />
=== Bug fixes ===<br />
* Fixed a code typo which was causing a bug with explosion damage, meaning double damage could occur to vehicles.<br />
* Fixed a few issues relating to checking a player's team for displaying icons on the minimap. Sometimes player icons wouldn't display even though they should.<br />
* Fixed building smoke not calling StopEmission if the particle system is in a sleep state. (IE not being rendered but inside the player's potential visible set)<br />
** What this essentially means is that building smoke will continue to change state and even when you're not looking at the building. Previously you could look away from the building, turn around and notice smoke is still there for a few frames; despite the building being repaired while you weren't looking.<br />
* Fixed a typo in vehicle_armor script for BulletExplosiveResist value.<br />
<br />
=== Script/Game Balance ===<br />
* Lowered Plasma Heavy Machine gun's minimum damage from 10 -> 8 (It previously had no damage falloff.)<br />
<br />
== 2.34.1 ==<br />
<small>'''Release: (2022/01/16)'''</small><br />
=== Features ===<br />
* Added cvar "emp_sv_drop_cooked_grenades", this is disabled by default until some gameplay testing can be conducted and feedback gathered.<br />
** Causes grenades to drop when players die if they had already pulled the pin out. (Excluding mines)<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue with e-repair preventing mines from being defused inside a damaged friendly building.<br />
* Fixed an issue that was preventing wall gibs from spawning when destroyed. This was caused by a bug fix last patch.<br />
* Fixed an issue that prevented the commander wall limit from functioning correctly.<br />
* Fixed an bug relating to removal of attack targets on a player entering command view or a player entering scout hide. Both actions now remove targets instantly.<br />
* Fixed some issues with how mines are triggered/detonated. Previous to this change, mines would detonate if a vehicle's "absbox" overlapped the mine bounding box. The problem with this is that the "absbox" is calculated every frame and doesn't rotate, it grows in size to encapsulate it's target. This lead to situations where a vehicle that wasn't perfectly aligned to the world origin would have a greater chance of triggering surrounding mines. The new system should be a lot more accurate and result in less frustration/guess work when trying to avoid mines.<br />
* Fixed some issues relating to tanks receiving damage:<br />
** Physics impact damage on tanks no longer prevents repair stations from repairing your tank. It would often be the case that a small bump when trying to enter the repair station would trigger the repair delay, this damage type is now filtered out of this feature. (For reference the delay is 10 seconds, so this can be quite frustrating for the driver.)<br />
** Tanks no longer trigger the repair delay if they didn't actually take any damage from the entity trying to damage it. Previous to this change you could use a weapon that doesn't deal damage to delay a tank from repairing. This has long been an issue and the feature should now work as intended. (As an example, bullets can no longer delay a tank trying to use a repair station.)<br />
** Fixed some issues where damage was being mis-attributed to players with regards to calculating assists/critical assists.<br />
** Fixed an issue with tank turrets not transferring damage to the hull appropriately.<br />
*** Fixed an issue with tanks taking explosion damage from the turret first, despite the hull being closer; resulting in a damage reduction. This will mostly impact gameplay when explosions occur on the top surface of tanks, they will now deal the expected amount of damage without a drop in damage. Explosions now prioritise dealing maximum possible damage in this situation, in terms of possible falloff reductions etc. This is likely going to have a bigger impact on chassis where the turret is often in the line of sight of explosions; for example NF light tanks, where the turret is easier to hit because it's shorter.<br />
** Removed some code which was trying to prevent two sets of the same damage applying to vehicles per frame, this was added to prevent a vehicle's turret from transferring duplicate damage. This was crudely implemented and was preventing damage from occurring in certain situations.<br />
<br />
=== Script/Game Balance ===<br />
==== Command Vehicle ====<br />
* Reduced the Heat to Damage Absorbed on the Command Vehicle's armor by half.<br />
* Increased Max Speed from 25 to 30 mph.<br />
==== General Balance Changes ====<br />
* Removed the hard-coded variable damage on mines.<br />
** It was previously written in code that mines would deal double damage if triggered by a vehicle. This has been removed because the damage resistance system should have been utilized to ensure that everything in the explosion radius was receiving the expected amount of damage. With the old method, it meant that everything in the explosion radius would receive double damage if the mine had been detonated by a vehicle.<br />
* Removed the hard-coded variable damage on explosive sticky grenades.<br />
** It was previously written in code that sticky grenades would deal double damage to all vehicles except the command vehicle. Again, this has been removed because the damage resistance system should have been utilized to ensure that everything in the explosion radius was receiving the expected amount of damage. With the old method, it meant that everything in the explosion radius would receive double damage if the grenade had been attached to a vehicle (Excluding CV).<br />
** Damage resistances have been adjusted to compensate in the scripts.<br />
* Added a new script variable for use with vehicle armors "Flat Damage Reduction". This change is to give reactive more of a unique identity, being quite resistant early game but being less effective as the game progresses and the enemy unlocks stronger weapons.<br />
** Reactive now has a flat damage reduction of 5. (Resistances have been adjusted to ensure all anti-vehicle machine guns deal damage.)<br />
** Reactive now has 120 HP per plate instead of 135.<br />
** Composite now has a flat damage reduction of 1.<br />
<br />
[[Category:Patch_Notes]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.34.x&diff=10671Version/2.34.x2022-05-02T20:51:40Z<p>Xyaminou: /* Command Vehicle */</p>
<hr />
<div>{{SitenavNested|:Change_Log|Patch notes}}<br />
== 2.34.6 ==<br />
<small>'''Release: (2022-05-01)'''</small><br />
=== Bug fixes ===<br />
* Fix order distances having incorrect unit conversion from inches to meters.<br />
* Fix an exploit allowing players to refill their engineer tool to full when changing class.<br />
* Disable mine detonation for players on ladders.<br />
* Remove double averaging of scoreboard latency, engine code already handles it.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Resists ====<br />
* Engineer & Rifleman<br />
** Increased Mortar Resist from 0 to 0.1<br />
*** Reduces Mortar Damage from 130 to 117<br />
* Scout<br />
** Increased Mortar Resist from 0.1 to 0.19<br />
*** Reduces Mortar Damage from 117 to 105<br />
* Grenadier<br />
** Increased Mortar Resist from 0.2 to 0.28<br />
*** Reduces Mortar Damage from 104 to 93<br />
==== Command Vehicle ====<br />
* Reduced Engineer Hull Repair from 3 to 1<br />
** It triples the time it takes to repair the Command Vehicle's Hull<br />
* Reduced Engineer Armor Repair from 0.04 to 0.01<br />
** It Quadruples the time it takes to repair the Command Vehicle's Armor<br />
* Reduced Command Vehicle's Armor Health from 275 to 250<br />
* Reduced Command Vehicle's Armor Regenaration from 0.004 to 0.002<br />
* Increased Command Vehicle's Armor Damage to Heat Absorbed from 0.025 to 0.04<br />
<br />
{{DevNote|The Command Vehicle needs to be strong enough to withstand enemy fire for a short period of time, however this strength and the ease of repair have made it possible to use the Command Vehicle to drive into enemy fire with little to no consequence.<br />
With these changes taking too much damage will cost your team time. }}<br />
<br />
==== Vehicle Armors ====<br />
* All Armors<br />
** Increased Squad Artillery Resistance from 0 to 0.25<br />
==== Vehicle Weapons ====<br />
* Extended Range Cannon<br />
** Increased Gravity from 0.1 to 0.15<br />
* Plasma Cannon<br />
** Increased Explosion Force from 100 to 500<br />
* Railgun<br />
** Increased Gravity from 0.04 to 0.05<br />
** Increased Explosion Force from 50 to 1000<br />
* Biological Cannon<br />
** Increased Explosion Force from 170 to 300<br />
* Upgraded Missile Launcher<br />
** Reduced Heat from 6.5 to 6<br />
** Reduced Weight from 70 to 60<br />
** Increased Explosion Force from 50 to 100<br />
* Biological Missile Launcher<br />
** Reduced Weight from 70 to 60<br />
* Salvo Missile Launcher<br />
** Reduced Weight from 60 to 55<br />
** Increased Explosion Force from 20 to 50<br />
* Guided Missile Launcher<br />
** Reduced Heat from 9 to 8<br />
** Reduced Weight from 70 to 60<br />
** Increased Clip Size from 4 to 5<br />
** Increased Explosion Force from 40 to 100<br />
* Homing Missile Launcher<br />
** Increased Explosion Force from 40 to 500<br />
==== Infantry Weapons ====<br />
* Mortar & RPG now share the same ammo<br />
** It effectively reduces the amount of ammo Grenadiers carry by half<br />
* Mortar<br />
** Reduced Speed from 2000 to 1800<br />
* Northern Faction .50cal Rifle<br />
** Increased Minimal Damage from 20 to 30<br />
*** It ensures that it takes 4 shots to kill an enemy on distances shorter than ~6000 units<br />
<br />
== 2.34.5 ==<br />
<small>'''Release: (2022-04-02)'''</small><br />
=== Bug fixes ===<br />
* Fixed a bug/exploit that was allowing refineries to be placed at no resource cost.<br />
* Fixed a bug where the engineer tool kit would not recharge the correct amount if you changed your skills while it was holstered.<br />
* Fixed the "Just in time" achievement being awarded to the local player even if it was a different player that triggered the achievement.<br />
* Fixed some issues where the squadleader.cfg file would not execute when expected, leaving you with the wrong key binds if you specified key binds inside the file.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Weapons ====<br />
* Heavy Machine Gun<br />
** Increased firing rate from 660 RPM to 792 RPM.<br />
* SMG1<br />
** Reduced Max Falloff from 10k to 6k<br />
** Changed Moving Accuracy so it accounts for the moving speed<br />
*** This results in lower accuracy while moving<br />
** Changed Kick to be more consistent<br />
* SMG2<br />
** Reduced Max Falloff from 10k to 4k<br />
** Changed Moving Accuracy so it accounts for the moving speed<br />
*** This results in lower accuracy while moving<br />
** Changed Kick to be more consistent<br />
* BEHR/NFAR<br />
** Reduced Max Falloff from 10k to 8k<br />
** Changed Moving Accuracy so it accounts for the moving speed<br />
*** This results in lower accuracy while moving<br />
* Shotgun<br />
** Reduced Melee Cycle Time from 1 to 0.8<br />
** Increased Melee Damage from 70 to 80<br />
* NF Shot Pistol<br />
** Reduced Damage from 20 to 14<br />
** Reduced Cycle Time from 0.6 to 0.5<br />
** Reduced Max Falloff from 10k to 2k<br />
** Changed Accuracy<br />
** Changed Kick<br />
==== Vehicle Chassis ====<br />
* Artillery Tank<br />
** Removed Cannon's Yaw (movement left and right)<br />
* Northern Faction Artillery Tank<br />
** Increased minimum pitch (movement up and down) so the cannon does not go inside the vehicle<br />
==== Vehicle Weapons ====<br />
* Artillery Cannons<br />
** Removed Recoil<br />
==== Vehicle Armor ====<br />
* Reflective angle modifier effective angle range has been reduced from 5 -> 50 degrees to 2.5 -> 47.5 degrees.<br />
** This is a direct buff to all armors using the reflective angle modifier script attribute as it will reduce the size of the angle modifier "dead zone" (The zone in which there is no damage reduction).<br />
<br />
== 2.34.4 ==<br />
<small>'''Release: (2022-02-26)'''</small><br />
=== General changes ===<br />
* Increased all voice line sound attenuation distance by about 1000 units.<br />
* Removed unnecessary binary files from server packages. (Some client files were being shipped to server packages unnecessarily.)<br />
* Added server commands to limit bunny hopping velocity gain and to enable auto bunny hopping, both are disabled by default. sv_enablebunnyhopping & sv_autobunnyhopping<br />
<br />
=== Bug fixes ===<br />
* Fixed a server crash relating to mines not being removed correctly.<br />
* Fixed a few minor issues with the squad aura indicator sometimes showing incorrectly.<br />
* Fixed an issue causing prop_physics_multiplayer entities being non-solid to players.<br />
* Fixed player spawn points being able to be blocked by other players.<br />
<br />
=== Script/Game Balance ===<br />
* Scout hide is now removed from players who are reviving or being revived.<br />
* Added functionality for explosions to be blocked by multiple entities.<br />
** This allows damage to be applied with a system where multiple entities reduce the damage toward 0, instead of everything behind an explosion ray being blocked by the same thing. This should be more dynamic and it does fix some instances where people could potentially abuse flaws in the old system. (Like throwing concussion grenades at your feet, blocking the ray and causing the damage to pass through the walls and deal damage to turrets hidden behind them...)<br />
* Large explosions no longer lose damage if player body parts are blocked, this feature was added in version 2.33.1<br />
** This means that some weapons will always maintain their damage if the player is in radius and in line of sight to the explosion. (Currently this affects all artillery shells and nuclear missiles.)<br />
==== Buildings ====<br />
* Vehicle Factory<br />
** Increased Health from 250 to 350<br />
** Increased Cost from 400 to 500<br />
* Radar<br />
** Increased Health from 200 to 250<br />
==== Infantry Weapons ====<br />
* Concussion Grenades<br />
** Increased Max Ammo from 3 to 6.<br />
* Northern Faction Assault Rifle<br />
** Reduced Rate of Fire from 660 RPM to 565 RPM<br />
** Changes have been made to the Assault Rifle's accuracy<br />
*** The NFAR is most effective while being still and firing short bursts<br />
* Northern Faction SMG2<br />
** Changes have been made to the SMG2's accuracy<br />
*** SMG2 is most effective while being mobile and in close quarters "spraying and praying"<br />
* Northern Faction SMG1<br />
** Changes have been made to the SMG1<br />
*** SMG1 is effective for short to medium range engagement in any situation<br />
* Brenodi Empire Heavy Rifle<br />
** Reduced Rate of Fire from 660 RPM to 565 RPM<br />
** Changes have been made to the Assault Rifle's accuracy<br />
*** The BEHR is most effective while being still and firing short bursts<br />
* Brenodi Empire SMG2<br />
** Changes have been made to the SMG2's accuracy<br />
*** SMG2 is most effective while being mobile and in close quarters "spraying and praying"<br />
* Brenodi Empire SMG1<br />
** Changes have been made to the SMG1<br />
*** SMG1 is effective for short to medium range engagement in any situation<br />
* Brendo Empire Pistol 2<br />
** The Brenodi Empire Pistol 2's accuracy has been improved<br />
* A few of the weapons have been rebalanced, see the changes here https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/231/diffs?commit_id=506bca8eac8be7900d5c799fce0e9c88e9ff66dd<br />
<br />
== 2.34.3 ==<br />
<small>'''Release: (2022/01/28)'''</small><br />
=== Features ===<br />
* Added a squad member ID to both the mini-map and the Squad HUD. This can be used to locate specific players.<br />
* Added player requests to the squad HUD. (Ammo/Health/Repairs)<br />
* Added an indicator in the Squad HUD for players receiving the squad aura effect. (Green box next to player health when the player is receiving the benefit of the squad aura.)<br />
<br />
{| style="margin-left:4em;text-align:center" class="wikitable"<br />
|-<br />
! Squad HUD changes !! Mini-map changes<br />
|-<br />
|[[File:SquadMenuChanges 2022-01-28.png|frame|center| Added player request icons (Ammo/Health/Repairs) and an indicator for players currently receiving the squad aura effect.]]<br />
||<br />
[[File:MinimapSquadIDExample.png|frame|center|The minimap now shows an ID for each player in your squad, this can be used to identify where each player in the squad is on the map.]]<br />
|}<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing explosion damage to break completely on vehicles. This was caused by a previous version, some of the explosion code was rewritten to fix a bug involving a tank's turret entity transferring damage to the tank entity. There was an oversight which was causing the damage to be prevented entirely; it should now be fixed.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Resistances ====<br />
* Reduced Explosive Missile Resistance (Nuclear Warhead) for all classes<br />
** Grenadier with Health Upgrade can no longer survive a direct nuclear missile hit<br />
* Reduced Artillery resistance for all classes<br />
** Grenadier with Health Upgrade can no longer survive a direct high-explosive artillery shell hit.<br />
==== Research ====<br />
* Plasma Heavy Machine Gun<br />
** Reduced Time from 90 to 60<br />
** Reduced Cost from 360 to 240<br />
<br />
== 2.34.2 ==<br />
<small>'''Release: (2022/01/23)'''</small><br />
=== Bug fixes ===<br />
* Fixed a code typo which was causing a bug with explosion damage, meaning double damage could occur to vehicles.<br />
* Fixed a few issues relating to checking a player's team for displaying icons on the minimap. Sometimes player icons wouldn't display even though they should.<br />
* Fixed building smoke not calling StopEmission if the particle system is in a sleep state. (IE not being rendered but inside the player's potential visible set)<br />
** What this essentially means is that building smoke will continue to change state and even when you're not looking at the building. Previously you could look away from the building, turn around and notice smoke is still there for a few frames; despite the building being repaired while you weren't looking.<br />
* Fixed a typo in vehicle_armor script for BulletExplosiveResist value.<br />
<br />
=== Script/Game Balance ===<br />
* Lowered Plasma Heavy Machine gun's minimum damage from 10 -> 8 (It previously had no damage falloff.)<br />
<br />
== 2.34.1 ==<br />
<small>'''Release: (2022/01/16)'''</small><br />
=== Features ===<br />
* Added cvar "emp_sv_drop_cooked_grenades", this is disabled by default until some gameplay testing can be conducted and feedback gathered.<br />
** Causes grenades to drop when players die if they had already pulled the pin out. (Excluding mines)<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue with e-repair preventing mines from being defused inside a damaged friendly building.<br />
* Fixed an issue that was preventing wall gibs from spawning when destroyed. This was caused by a bug fix last patch.<br />
* Fixed an issue that prevented the commander wall limit from functioning correctly.<br />
* Fixed an bug relating to removal of attack targets on a player entering command view or a player entering scout hide. Both actions now remove targets instantly.<br />
* Fixed some issues with how mines are triggered/detonated. Previous to this change, mines would detonate if a vehicle's "absbox" overlapped the mine bounding box. The problem with this is that the "absbox" is calculated every frame and doesn't rotate, it grows in size to encapsulate it's target. This lead to situations where a vehicle that wasn't perfectly aligned to the world origin would have a greater chance of triggering surrounding mines. The new system should be a lot more accurate and result in less frustration/guess work when trying to avoid mines.<br />
* Fixed some issues relating to tanks receiving damage:<br />
** Physics impact damage on tanks no longer prevents repair stations from repairing your tank. It would often be the case that a small bump when trying to enter the repair station would trigger the repair delay, this damage type is now filtered out of this feature. (For reference the delay is 10 seconds, so this can be quite frustrating for the driver.)<br />
** Tanks no longer trigger the repair delay if they didn't actually take any damage from the entity trying to damage it. Previous to this change you could use a weapon that doesn't deal damage to delay a tank from repairing. This has long been an issue and the feature should now work as intended. (As an example, bullets can no longer delay a tank trying to use a repair station.)<br />
** Fixed some issues where damage was being mis-attributed to players with regards to calculating assists/critical assists.<br />
** Fixed an issue with tank turrets not transferring damage to the hull appropriately.<br />
*** Fixed an issue with tanks taking explosion damage from the turret first, despite the hull being closer; resulting in a damage reduction. This will mostly impact gameplay when explosions occur on the top surface of tanks, they will now deal the expected amount of damage without a drop in damage. Explosions now prioritise dealing maximum possible damage in this situation, in terms of possible falloff reductions etc. This is likely going to have a bigger impact on chassis where the turret is often in the line of sight of explosions; for example NF light tanks, where the turret is easier to hit because it's shorter.<br />
** Removed some code which was trying to prevent two sets of the same damage applying to vehicles per frame, this was added to prevent a vehicle's turret from transferring duplicate damage. This was crudely implemented and was preventing damage from occurring in certain situations.<br />
<br />
=== Script/Game Balance ===<br />
==== Command Vehicle ====<br />
* Reduced the Heat to Damage Absorbed on the Command Vehicle's armor by half.<br />
* Increased Max Speed from 25 to 30 mph.<br />
==== General Balance Changes ====<br />
* Removed the hard-coded variable damage on mines.<br />
** It was previously written in code that mines would deal double damage if triggered by a vehicle. This has been removed because the damage resistance system should have been utilized to ensure that everything in the explosion radius was receiving the expected amount of damage. With the old method, it meant that everything in the explosion radius would receive double damage if the mine had been detonated by a vehicle.<br />
* Removed the hard-coded variable damage on explosive sticky grenades.<br />
** It was previously written in code that sticky grenades would deal double damage to all vehicles except the command vehicle. Again, this has been removed because the damage resistance system should have been utilized to ensure that everything in the explosion radius was receiving the expected amount of damage. With the old method, it meant that everything in the explosion radius would receive double damage if the grenade had been attached to a vehicle (Excluding CV).<br />
** Damage resistances have been adjusted to compensate in the scripts.<br />
* Added a new script variable for use with vehicle armors "Flat Damage Reduction". This change is to give reactive more of a unique identity, being quite resistant early game but being less effective as the game progresses and the enemy unlocks stronger weapons.<br />
** Reactive now has a flat damage reduction of 5. (Resistances have been adjusted to ensure all anti-vehicle machine guns deal damage.)<br />
** Reactive now has 120 HP per plate instead of 135.<br />
** Composite now has a flat damage reduction of 1.<br />
<br />
[[Category:Patch_Notes]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.34.x&diff=10670Version/2.34.x2022-05-02T20:48:40Z<p>Xyaminou: /* Command Vehicle */</p>
<hr />
<div>{{SitenavNested|:Change_Log|Patch notes}}<br />
== 2.34.6 ==<br />
<small>'''Release: (2022-05-01)'''</small><br />
=== Bug fixes ===<br />
* Fix order distances having incorrect unit conversion from inches to meters.<br />
* Fix an exploit allowing players to refill their engineer tool to full when changing class.<br />
* Disable mine detonation for players on ladders.<br />
* Remove double averaging of scoreboard latency, engine code already handles it.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Resists ====<br />
* Engineer & Rifleman<br />
** Increased Mortar Resist from 0 to 0.1<br />
*** Reduces Mortar Damage from 130 to 117<br />
* Scout<br />
** Increased Mortar Resist from 0.1 to 0.19<br />
*** Reduces Mortar Damage from 117 to 105<br />
* Grenadier<br />
** Increased Mortar Resist from 0.2 to 0.28<br />
*** Reduces Mortar Damage from 104 to 93<br />
==== Command Vehicle ====<br />
* Reduced Engineer Hull Repair from 3 to 1<br />
** It triples the time it takes to repair the Command Vehicle's Hull<br />
* Reduced Engineer Armor Repair from 0.04 to 0.01<br />
** It Quadruples the time it takes to repair the Command Vehicle's Armor<br />
* Reduced Command Vehicle's Armor Health from 275 to 250<br />
* Reduced Command Vehicle's Armor Regenaration from 0.004 to 0.002<br />
* Increased Command Vehicle's Armor Damage to Heat Absorbed from 0.025 to 0.04<br />
<br />
{{DevNote|The Command Vehicle needs to be strong enough to withstand enemy fire for a short period of time, however this strength and the ease of repair have made it possible to use the Command Vehicle to drive into enemy fire with little to no consequence. With these changes taking too much damage will cost your team time. }}<br />
<br />
==== Vehicle Armors ====<br />
* All Armors<br />
** Increased Squad Artillery Resistance from 0 to 0.25<br />
==== Vehicle Weapons ====<br />
* Extended Range Cannon<br />
** Increased Gravity from 0.1 to 0.15<br />
* Plasma Cannon<br />
** Increased Explosion Force from 100 to 500<br />
* Railgun<br />
** Increased Gravity from 0.04 to 0.05<br />
** Increased Explosion Force from 50 to 1000<br />
* Biological Cannon<br />
** Increased Explosion Force from 170 to 300<br />
* Upgraded Missile Launcher<br />
** Reduced Heat from 6.5 to 6<br />
** Reduced Weight from 70 to 60<br />
** Increased Explosion Force from 50 to 100<br />
* Biological Missile Launcher<br />
** Reduced Weight from 70 to 60<br />
* Salvo Missile Launcher<br />
** Reduced Weight from 60 to 55<br />
** Increased Explosion Force from 20 to 50<br />
* Guided Missile Launcher<br />
** Reduced Heat from 9 to 8<br />
** Reduced Weight from 70 to 60<br />
** Increased Clip Size from 4 to 5<br />
** Increased Explosion Force from 40 to 100<br />
* Homing Missile Launcher<br />
** Increased Explosion Force from 40 to 500<br />
==== Infantry Weapons ====<br />
* Mortar & RPG now share the same ammo<br />
** It effectively reduces the amount of ammo Grenadiers carry by half<br />
* Mortar<br />
** Reduced Speed from 2000 to 1800<br />
* Northern Faction .50cal Rifle<br />
** Increased Minimal Damage from 20 to 30<br />
*** It ensures that it takes 4 shots to kill an enemy on distances shorter than ~6000 units<br />
<br />
== 2.34.5 ==<br />
<small>'''Release: (2022-04-02)'''</small><br />
=== Bug fixes ===<br />
* Fixed a bug/exploit that was allowing refineries to be placed at no resource cost.<br />
* Fixed a bug where the engineer tool kit would not recharge the correct amount if you changed your skills while it was holstered.<br />
* Fixed the "Just in time" achievement being awarded to the local player even if it was a different player that triggered the achievement.<br />
* Fixed some issues where the squadleader.cfg file would not execute when expected, leaving you with the wrong key binds if you specified key binds inside the file.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Weapons ====<br />
* Heavy Machine Gun<br />
** Increased firing rate from 660 RPM to 792 RPM.<br />
* SMG1<br />
** Reduced Max Falloff from 10k to 6k<br />
** Changed Moving Accuracy so it accounts for the moving speed<br />
*** This results in lower accuracy while moving<br />
** Changed Kick to be more consistent<br />
* SMG2<br />
** Reduced Max Falloff from 10k to 4k<br />
** Changed Moving Accuracy so it accounts for the moving speed<br />
*** This results in lower accuracy while moving<br />
** Changed Kick to be more consistent<br />
* BEHR/NFAR<br />
** Reduced Max Falloff from 10k to 8k<br />
** Changed Moving Accuracy so it accounts for the moving speed<br />
*** This results in lower accuracy while moving<br />
* Shotgun<br />
** Reduced Melee Cycle Time from 1 to 0.8<br />
** Increased Melee Damage from 70 to 80<br />
* NF Shot Pistol<br />
** Reduced Damage from 20 to 14<br />
** Reduced Cycle Time from 0.6 to 0.5<br />
** Reduced Max Falloff from 10k to 2k<br />
** Changed Accuracy<br />
** Changed Kick<br />
==== Vehicle Chassis ====<br />
* Artillery Tank<br />
** Removed Cannon's Yaw (movement left and right)<br />
* Northern Faction Artillery Tank<br />
** Increased minimum pitch (movement up and down) so the cannon does not go inside the vehicle<br />
==== Vehicle Weapons ====<br />
* Artillery Cannons<br />
** Removed Recoil<br />
==== Vehicle Armor ====<br />
* Reflective angle modifier effective angle range has been reduced from 5 -> 50 degrees to 2.5 -> 47.5 degrees.<br />
** This is a direct buff to all armors using the reflective angle modifier script attribute as it will reduce the size of the angle modifier "dead zone" (The zone in which there is no damage reduction).<br />
<br />
== 2.34.4 ==<br />
<small>'''Release: (2022-02-26)'''</small><br />
=== General changes ===<br />
* Increased all voice line sound attenuation distance by about 1000 units.<br />
* Removed unnecessary binary files from server packages. (Some client files were being shipped to server packages unnecessarily.)<br />
* Added server commands to limit bunny hopping velocity gain and to enable auto bunny hopping, both are disabled by default. sv_enablebunnyhopping & sv_autobunnyhopping<br />
<br />
=== Bug fixes ===<br />
* Fixed a server crash relating to mines not being removed correctly.<br />
* Fixed a few minor issues with the squad aura indicator sometimes showing incorrectly.<br />
* Fixed an issue causing prop_physics_multiplayer entities being non-solid to players.<br />
* Fixed player spawn points being able to be blocked by other players.<br />
<br />
=== Script/Game Balance ===<br />
* Scout hide is now removed from players who are reviving or being revived.<br />
* Added functionality for explosions to be blocked by multiple entities.<br />
** This allows damage to be applied with a system where multiple entities reduce the damage toward 0, instead of everything behind an explosion ray being blocked by the same thing. This should be more dynamic and it does fix some instances where people could potentially abuse flaws in the old system. (Like throwing concussion grenades at your feet, blocking the ray and causing the damage to pass through the walls and deal damage to turrets hidden behind them...)<br />
* Large explosions no longer lose damage if player body parts are blocked, this feature was added in version 2.33.1<br />
** This means that some weapons will always maintain their damage if the player is in radius and in line of sight to the explosion. (Currently this affects all artillery shells and nuclear missiles.)<br />
==== Buildings ====<br />
* Vehicle Factory<br />
** Increased Health from 250 to 350<br />
** Increased Cost from 400 to 500<br />
* Radar<br />
** Increased Health from 200 to 250<br />
==== Infantry Weapons ====<br />
* Concussion Grenades<br />
** Increased Max Ammo from 3 to 6.<br />
* Northern Faction Assault Rifle<br />
** Reduced Rate of Fire from 660 RPM to 565 RPM<br />
** Changes have been made to the Assault Rifle's accuracy<br />
*** The NFAR is most effective while being still and firing short bursts<br />
* Northern Faction SMG2<br />
** Changes have been made to the SMG2's accuracy<br />
*** SMG2 is most effective while being mobile and in close quarters "spraying and praying"<br />
* Northern Faction SMG1<br />
** Changes have been made to the SMG1<br />
*** SMG1 is effective for short to medium range engagement in any situation<br />
* Brenodi Empire Heavy Rifle<br />
** Reduced Rate of Fire from 660 RPM to 565 RPM<br />
** Changes have been made to the Assault Rifle's accuracy<br />
*** The BEHR is most effective while being still and firing short bursts<br />
* Brenodi Empire SMG2<br />
** Changes have been made to the SMG2's accuracy<br />
*** SMG2 is most effective while being mobile and in close quarters "spraying and praying"<br />
* Brenodi Empire SMG1<br />
** Changes have been made to the SMG1<br />
*** SMG1 is effective for short to medium range engagement in any situation<br />
* Brendo Empire Pistol 2<br />
** The Brenodi Empire Pistol 2's accuracy has been improved<br />
* A few of the weapons have been rebalanced, see the changes here https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/231/diffs?commit_id=506bca8eac8be7900d5c799fce0e9c88e9ff66dd<br />
<br />
== 2.34.3 ==<br />
<small>'''Release: (2022/01/28)'''</small><br />
=== Features ===<br />
* Added a squad member ID to both the mini-map and the Squad HUD. This can be used to locate specific players.<br />
* Added player requests to the squad HUD. (Ammo/Health/Repairs)<br />
* Added an indicator in the Squad HUD for players receiving the squad aura effect. (Green box next to player health when the player is receiving the benefit of the squad aura.)<br />
<br />
{| style="margin-left:4em;text-align:center" class="wikitable"<br />
|-<br />
! Squad HUD changes !! Mini-map changes<br />
|-<br />
|[[File:SquadMenuChanges 2022-01-28.png|frame|center| Added player request icons (Ammo/Health/Repairs) and an indicator for players currently receiving the squad aura effect.]]<br />
||<br />
[[File:MinimapSquadIDExample.png|frame|center|The minimap now shows an ID for each player in your squad, this can be used to identify where each player in the squad is on the map.]]<br />
|}<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing explosion damage to break completely on vehicles. This was caused by a previous version, some of the explosion code was rewritten to fix a bug involving a tank's turret entity transferring damage to the tank entity. There was an oversight which was causing the damage to be prevented entirely; it should now be fixed.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Resistances ====<br />
* Reduced Explosive Missile Resistance (Nuclear Warhead) for all classes<br />
** Grenadier with Health Upgrade can no longer survive a direct nuclear missile hit<br />
* Reduced Artillery resistance for all classes<br />
** Grenadier with Health Upgrade can no longer survive a direct high-explosive artillery shell hit.<br />
==== Research ====<br />
* Plasma Heavy Machine Gun<br />
** Reduced Time from 90 to 60<br />
** Reduced Cost from 360 to 240<br />
<br />
== 2.34.2 ==<br />
<small>'''Release: (2022/01/23)'''</small><br />
=== Bug fixes ===<br />
* Fixed a code typo which was causing a bug with explosion damage, meaning double damage could occur to vehicles.<br />
* Fixed a few issues relating to checking a player's team for displaying icons on the minimap. Sometimes player icons wouldn't display even though they should.<br />
* Fixed building smoke not calling StopEmission if the particle system is in a sleep state. (IE not being rendered but inside the player's potential visible set)<br />
** What this essentially means is that building smoke will continue to change state and even when you're not looking at the building. Previously you could look away from the building, turn around and notice smoke is still there for a few frames; despite the building being repaired while you weren't looking.<br />
* Fixed a typo in vehicle_armor script for BulletExplosiveResist value.<br />
<br />
=== Script/Game Balance ===<br />
* Lowered Plasma Heavy Machine gun's minimum damage from 10 -> 8 (It previously had no damage falloff.)<br />
<br />
== 2.34.1 ==<br />
<small>'''Release: (2022/01/16)'''</small><br />
=== Features ===<br />
* Added cvar "emp_sv_drop_cooked_grenades", this is disabled by default until some gameplay testing can be conducted and feedback gathered.<br />
** Causes grenades to drop when players die if they had already pulled the pin out. (Excluding mines)<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue with e-repair preventing mines from being defused inside a damaged friendly building.<br />
* Fixed an issue that was preventing wall gibs from spawning when destroyed. This was caused by a bug fix last patch.<br />
* Fixed an issue that prevented the commander wall limit from functioning correctly.<br />
* Fixed an bug relating to removal of attack targets on a player entering command view or a player entering scout hide. Both actions now remove targets instantly.<br />
* Fixed some issues with how mines are triggered/detonated. Previous to this change, mines would detonate if a vehicle's "absbox" overlapped the mine bounding box. The problem with this is that the "absbox" is calculated every frame and doesn't rotate, it grows in size to encapsulate it's target. This lead to situations where a vehicle that wasn't perfectly aligned to the world origin would have a greater chance of triggering surrounding mines. The new system should be a lot more accurate and result in less frustration/guess work when trying to avoid mines.<br />
* Fixed some issues relating to tanks receiving damage:<br />
** Physics impact damage on tanks no longer prevents repair stations from repairing your tank. It would often be the case that a small bump when trying to enter the repair station would trigger the repair delay, this damage type is now filtered out of this feature. (For reference the delay is 10 seconds, so this can be quite frustrating for the driver.)<br />
** Tanks no longer trigger the repair delay if they didn't actually take any damage from the entity trying to damage it. Previous to this change you could use a weapon that doesn't deal damage to delay a tank from repairing. This has long been an issue and the feature should now work as intended. (As an example, bullets can no longer delay a tank trying to use a repair station.)<br />
** Fixed some issues where damage was being mis-attributed to players with regards to calculating assists/critical assists.<br />
** Fixed an issue with tank turrets not transferring damage to the hull appropriately.<br />
*** Fixed an issue with tanks taking explosion damage from the turret first, despite the hull being closer; resulting in a damage reduction. This will mostly impact gameplay when explosions occur on the top surface of tanks, they will now deal the expected amount of damage without a drop in damage. Explosions now prioritise dealing maximum possible damage in this situation, in terms of possible falloff reductions etc. This is likely going to have a bigger impact on chassis where the turret is often in the line of sight of explosions; for example NF light tanks, where the turret is easier to hit because it's shorter.<br />
** Removed some code which was trying to prevent two sets of the same damage applying to vehicles per frame, this was added to prevent a vehicle's turret from transferring duplicate damage. This was crudely implemented and was preventing damage from occurring in certain situations.<br />
<br />
=== Script/Game Balance ===<br />
==== Command Vehicle ====<br />
* Reduced the Heat to Damage Absorbed on the Command Vehicle's armor by half.<br />
* Increased Max Speed from 25 to 30 mph.<br />
==== General Balance Changes ====<br />
* Removed the hard-coded variable damage on mines.<br />
** It was previously written in code that mines would deal double damage if triggered by a vehicle. This has been removed because the damage resistance system should have been utilized to ensure that everything in the explosion radius was receiving the expected amount of damage. With the old method, it meant that everything in the explosion radius would receive double damage if the mine had been detonated by a vehicle.<br />
* Removed the hard-coded variable damage on explosive sticky grenades.<br />
** It was previously written in code that sticky grenades would deal double damage to all vehicles except the command vehicle. Again, this has been removed because the damage resistance system should have been utilized to ensure that everything in the explosion radius was receiving the expected amount of damage. With the old method, it meant that everything in the explosion radius would receive double damage if the grenade had been attached to a vehicle (Excluding CV).<br />
** Damage resistances have been adjusted to compensate in the scripts.<br />
* Added a new script variable for use with vehicle armors "Flat Damage Reduction". This change is to give reactive more of a unique identity, being quite resistant early game but being less effective as the game progresses and the enemy unlocks stronger weapons.<br />
** Reactive now has a flat damage reduction of 5. (Resistances have been adjusted to ensure all anti-vehicle machine guns deal damage.)<br />
** Reactive now has 120 HP per plate instead of 135.<br />
** Composite now has a flat damage reduction of 1.<br />
<br />
[[Category:Patch_Notes]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Map:emp_drygulch&diff=10660Map:emp drygulch2022-04-22T16:45:36Z<p>Xyaminou: /* Overview */</p>
<hr />
<div>{{Sitenav|[[Maps]] > emp_drygulch }}<br />
[[Image:emp_drygulch minimap.jpg|thumb|right|250px|Minimap of emp_drygulch]]<br />
<br />
==Overview==<br />
On emp_drygulch each team starts with a Vehicle Factory. Drygulch features a total of 12 resource nodes each worth 1 resource per second.<br />
<br />
'''Starting Refineries:''' 3x1<br />
<br />
'''Starting Resources:''' 240<br />
<br />
'''Refineries:''' 12x1<br />
<br />
'''Total Amount of Resources:''' 12<br />
<br />
'''Tickets:''' 320<br />
<br />
== Commander Strategies ==<br />
== Points of Interest ==<br />
<br />
[[Category:Maps|drygulch]]<br />
[[Category:Commander_maps|drygulch]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Map:emp_oktay&diff=10659Map:emp oktay2022-04-22T16:41:48Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Maps|Maps}}<br />
[[Image:emp_oktay_beta3 minimap.png|thumb|right|250px|Minimap of emp_oktay]]<br />
<br />
==Overview==<br />
emp_oktay<br />
<br />
'''Starting Refineries:''' TBD<br />
<br />
'''Starting Resources:''' TBD<br />
<br />
'''Resource Nodes:''' TBD<br />
<br />
'''Total Amount of Resources:''' TBD<br />
<br />
'''Reinforcements:''' TBD<br />
<br />
== Commander Strategies ==<br />
== Points of Interest ==<br />
<br />
[[Category:Maps|oktay]]<br />
[[Category:Commander_maps|oktay]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Map:emp_fury&diff=10657Map:emp fury2022-04-22T16:39:27Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Maps|Maps}}<br />
[[Image:emp_fury_rc2 minimap.png|thumb|right|250px|Minimap of emp_fury]]<br />
<br />
==Overview==<br />
emp_fury<br />
<br />
'''Starting Refineries:''' TBD<br />
<br />
'''Starting Resources:''' TBD<br />
<br />
'''Resource Nodes:''' 4x2 + 4x4<br />
<br />
'''Total Amount of Resources:''' TBD<br />
<br />
'''Reinforcements:''' TBD<br />
<br />
== Commander Strategies ==<br />
== Points of Interest ==<br />
<br />
[[Category:Maps|fury]]<br />
[[Category:Commander_maps|fury]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Map:emp_fury&diff=10656Map:emp fury2022-04-22T16:37:53Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Special:Categories|Maps}}<br />
[[Image:emp_fury_rc2 minimap.png|thumb|right|250px|Minimap of emp_fury]]<br />
<br />
==Overview==<br />
emp_fury<br />
<br />
'''Starting Refineries:''' TBD<br />
<br />
'''Starting Resources:''' TBD<br />
<br />
'''Resource Nodes:''' 4x2 + 4x4<br />
<br />
'''Total Amount of Resources:''' TBD<br />
<br />
'''Reinforcements:''' TBD<br />
<br />
== Commander Strategies ==<br />
== Points of Interest ==<br />
<br />
[[Category:Maps|fury]]<br />
[[Category:Commander_maps|fury]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Map:emp_fury&diff=10655Map:emp fury2022-04-22T16:36:49Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Special:Categories|Maps}}<br />
[[Image:emp_fury_rc2 minimap.png|thumb|right|250px|Minimap of emp_fury]]<br />
<br />
==Overview==<br />
emp_fury<br />
<br />
'''Starting Refineries:''' TBD<br />
<br />
'''Starting Resources:''' TBD<br />
<br />
'''Resource Nodes:''' 6x2 + 2x4<br />
<br />
'''Total Amount of Resources:''' TBD<br />
<br />
'''Reinforcements:''' TBD<br />
<br />
== Commander Strategies ==<br />
== Points of Interest ==<br />
<br />
[[Category:Maps|fury]]<br />
[[Category:Commander_maps|fury]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Map:emp_fury&diff=10653Map:emp fury2022-04-22T16:35:55Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Special:Categories|Maps}}<br />
[[Image:emp_fury_rc2 minimap.png|thumb|right|250px|Minimap of emp_fury]]<br />
<br />
==Overview==<br />
emp_fury<br />
<br />
'''Starting Refineries:''' TBD<br />
<br />
'''Starting Resources:''' TBD<br />
<br />
'''Refineries:''' TBD<br />
<br />
'''Total Amount of Resources:''' TBD<br />
<br />
'''Tickets:''' TBD<br />
<br />
== Commander Strategies ==<br />
== Points of Interest ==<br />
<br />
[[Category:Maps|fury]]<br />
[[Category:Commander_maps|fury]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.34.x&diff=10645Version/2.34.x2022-02-27T17:32:53Z<p>Xyaminou: /* 2.34.4 */</p>
<hr />
<div>{{SitenavNested|:Change_Log|Patch notes}}<br />
== 2.34.4 ==<br />
<small>'''Release: (2022-02-26)'''</small><br />
=== General changes ===<br />
* Increased all voice line sound attenuation distance by about 1000 units.<br />
* Removed unnecessary binary files from server packages. (Some client files were being shipped to server packages unnecessarily.)<br />
* Added server commands to limit bunny hopping velocity gain and to enable auto bunny hopping, both are disabled by default. sv_enablebunnyhopping & sv_autobunnyhopping<br />
<br />
=== Bug fixes ===<br />
* Fixed a server crash relating to mines not being removed correctly.<br />
* Fixed a few minor issues with the squad aura indicator sometimes showing incorrectly.<br />
* Fixed an issue causing prop_physics_multiplayer entities being non-solid to players.<br />
* Fixed player spawn points being able to be blocked by other players.<br />
<br />
=== Script/Game Balance ===<br />
* Scout hide is now removed from players who are reviving or being revived.<br />
* Added functionality for explosions to be blocked by multiple entities.<br />
** This allows damage to be applied with a system where multiple entities reduce the damage toward 0, instead of everything behind an explosion ray being blocked by the same thing. This should be more dynamic and it does fix some instances where people could potentially abuse flaws in the old system. (Like throwing concussion grenades at your feet, blocking the ray and causing the damage to pass through the walls and deal damage to turrets hidden behind them...)<br />
* Large explosions no longer lose damage if player body parts are blocked, this feature was added in version 2.33.1<br />
** This means that some weapons will always maintain their damage if the player is in radius and in line of sight to the explosion. (Currently this affects all artillery shells and nuclear missiles.)<br />
==== Buildings ====<br />
* Vehicle Factory<br />
** Increased Health from 250 to 350<br />
** Increased Cost from 400 to 500<br />
* Radar<br />
** Increased Health from 200 to 250<br />
==== Infantry Weapons ====<br />
* Concussion Grenades<br />
** Increased Max Ammo from 3 to 6.<br />
* Northern Faction Assault Rifle<br />
** Reduced Rate of Fire from 660 RPM to 565 RPM<br />
** Changes have been made to the Assault Rifle's accuracy<br />
*** The NFAR is most effective while being still and firing short bursts<br />
* Northern Faction SMG2<br />
** Changes have been made to the SMG2's accuracy<br />
*** SMG2 is most effective while being mobile and in close quarters "spraying and praying"<br />
* Northern Faction SMG1<br />
** Changes have been made to the SMG1<br />
*** SMG1 is effective for short to medium range engagement in any situation<br />
* Brenodi Empire Heavy Rifle<br />
** Reduced Rate of Fire from 660 RPM to 565 RPM<br />
** Changes have been made to the Assault Rifle's accuracy<br />
*** The BEHR is most effective while being still and firing short bursts<br />
* Brenodi Empire SMG2<br />
** Changes have been made to the SMG2's accuracy<br />
*** SMG2 is most effective while being mobile and in close quarters "spraying and praying"<br />
* Brenodi Empire SMG1<br />
** Changes have been made to the SMG1<br />
*** SMG1 is effective for short to medium range engagement in any situation<br />
* Brendo Empire Pistol 2<br />
** The Brenodi Empire Pistol 2's accuracy has been improved<br />
* A few of the weapons have been rebalanced, see the changes here https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/231/diffs?commit_id=506bca8eac8be7900d5c799fce0e9c88e9ff66dd<br />
<br />
== 2.34.3 ==<br />
<small>'''Release: (2022/01/28)'''</small><br />
=== Features ===<br />
* Added a squad member ID to both the mini-map and the Squad HUD. This can be used to locate specific players.<br />
* Added player requests to the squad HUD. (Ammo/Health/Repairs)<br />
* Added an indicator in the Squad HUD for players receiving the squad aura effect. (Green box next to player health when the player is receiving the benefit of the squad aura.)<br />
<br />
{| style="margin-left:4em;text-align:center" class="wikitable"<br />
|-<br />
! Squad HUD changes !! Mini-map changes<br />
|-<br />
|[[File:SquadMenuChanges 2022-01-28.png|frame|center| Added player request icons (Ammo/Health/Repairs) and an indicator for players currently receiving the squad aura effect.]]<br />
||<br />
[[File:MinimapSquadIDExample.png|frame|center|The minimap now shows an ID for each player in your squad, this can be used to identify where each player in the squad is on the map.]]<br />
|}<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing explosion damage to break completely on vehicles. This was caused by a previous version, some of the explosion code was rewritten to fix a bug involving a tank's turret entity transferring damage to the tank entity. There was an oversight which was causing the damage to be prevented entirely; it should now be fixed.<br />
<br />
=== Script/Game Balance ===<br />
==== Infantry Resistances ====<br />
* Reduced Explosive Missile Resistance (Nuclear Warhead) for all classes<br />
** Grenadier with Health Upgrade can no longer survive a direct nuclear missile hit<br />
* Reduced Artillery resistance for all classes<br />
** Grenadier with Health Upgrade can no longer survive a direct high-explosive artillery shell hit.<br />
==== Research ====<br />
* Plasma Heavy Machine Gun<br />
** Reduced Time from 90 to 60<br />
** Reduced Cost from 360 to 240<br />
<br />
== 2.34.2 ==<br />
<small>'''Release: (2022/01/23)'''</small><br />
=== Bug fixes ===<br />
* Fixed a code typo which was causing a bug with explosion damage, meaning double damage could occur to vehicles.<br />
* Fixed a few issues relating to checking a player's team for displaying icons on the minimap. Sometimes player icons wouldn't display even though they should.<br />
* Fixed building smoke not calling StopEmission if the particle system is in a sleep state. (IE not being rendered but inside the player's potential visible set)<br />
** What this essentially means is that building smoke will continue to change state and even when you're not looking at the building. Previously you could look away from the building, turn around and notice smoke is still there for a few frames; despite the building being repaired while you weren't looking.<br />
* Fixed a typo in vehicle_armor script for BulletExplosiveResist value.<br />
<br />
=== Script/Game Balance ===<br />
* Lowered Plasma Heavy Machine gun's minimum damage from 10 -> 8 (It previously had no damage falloff.)<br />
<br />
== 2.34.1 ==<br />
<small>'''Release: (2022/01/16)'''</small><br />
=== Features ===<br />
* Added cvar "emp_sv_drop_cooked_grenades", this is disabled by default until some gameplay testing can be conducted and feedback gathered.<br />
** Causes grenades to drop when players die if they had already pulled the pin out. (Excluding mines)<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue with e-repair preventing mines from being defused inside a damaged friendly building.<br />
* Fixed an issue that was preventing wall gibs from spawning when destroyed. This was caused by a bug fix last patch.<br />
* Fixed an issue that prevented the commander wall limit from functioning correctly.<br />
* Fixed an bug relating to removal of attack targets on a player entering command view or a player entering scout hide. Both actions now remove targets instantly.<br />
* Fixed some issues with how mines are triggered/detonated. Previous to this change, mines would detonate if a vehicle's "absbox" overlapped the mine bounding box. The problem with this is that the "absbox" is calculated every frame and doesn't rotate, it grows in size to encapsulate it's target. This lead to situations where a vehicle that wasn't perfectly aligned to the world origin would have a greater chance of triggering surrounding mines. The new system should be a lot more accurate and result in less frustration/guess work when trying to avoid mines.<br />
* Fixed some issues relating to tanks receiving damage:<br />
** Physics impact damage on tanks no longer prevents repair stations from repairing your tank. It would often be the case that a small bump when trying to enter the repair station would trigger the repair delay, this damage type is now filtered out of this feature. (For reference the delay is 10 seconds, so this can be quite frustrating for the driver.)<br />
** Tanks no longer trigger the repair delay if they didn't actually take any damage from the entity trying to damage it. Previous to this change you could use a weapon that doesn't deal damage to delay a tank from repairing. This has long been an issue and the feature should now work as intended. (As an example, bullets can no longer delay a tank trying to use a repair station.)<br />
** Fixed some issues where damage was being mis-attributed to players with regards to calculating assists/critical assists.<br />
** Fixed an issue with tank turrets not transferring damage to the hull appropriately.<br />
*** Fixed an issue with tanks taking explosion damage from the turret first, despite the hull being closer; resulting in a damage reduction. This will mostly impact gameplay when explosions occur on the top surface of tanks, they will now deal the expected amount of damage without a drop in damage. Explosions now prioritise dealing maximum possible damage in this situation, in terms of possible falloff reductions etc. This is likely going to have a bigger impact on chassis where the turret is often in the line of sight of explosions; for example NF light tanks, where the turret is easier to hit because it's shorter.<br />
** Removed some code which was trying to prevent two sets of the same damage applying to vehicles per frame, this was added to prevent a vehicle's turret from transferring duplicate damage. This was crudely implemented and was preventing damage from occurring in certain situations.<br />
<br />
=== Script/Game Balance ===<br />
==== Command Vehicle ====<br />
* Reduced the Heat to Damage Absorbed on the Command Vehicle's armor by half.<br />
* Increased Max Speed from 25 to 30 mph.<br />
==== General Balance Changes ====<br />
* Removed the hard-coded variable damage on mines.<br />
** It was previously written in code that mines would deal double damage if triggered by a vehicle. This has been removed because the damage resistance system should have been utilized to ensure that everything in the explosion radius was receiving the expected amount of damage. With the old method, it meant that everything in the explosion radius would receive double damage if the mine had been detonated by a vehicle.<br />
* Removed the hard-coded variable damage on explosive sticky grenades.<br />
** It was previously written in code that sticky grenades would deal double damage to all vehicles except the command vehicle. Again, this has been removed because the damage resistance system should have been utilized to ensure that everything in the explosion radius was receiving the expected amount of damage. With the old method, it meant that everything in the explosion radius would receive double damage if the grenade had been attached to a vehicle (Excluding CV).<br />
** Damage resistances have been adjusted to compensate in the scripts.<br />
* Added a new script variable for use with vehicle armors "Flat Damage Reduction". This change is to give reactive more of a unique identity, being quite resistant early game but being less effective as the game progresses and the enemy unlocks stronger weapons.<br />
** Reactive now has a flat damage reduction of 5. (Resistances have been adjusted to ensure all anti-vehicle machine guns deal damage.)<br />
** Reactive now has 120 HP per plate instead of 135.<br />
** Composite now has a flat damage reduction of 1.<br />
<br />
[[Category:Patch_Notes]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.31.x&diff=10236Version/2.31.x2021-04-26T19:29:20Z<p>Xyaminou: /* Machine Guns */</p>
<hr />
<div>== 2.31.3 ==<br />
<small>'''Release: (TBA)'''</small><br />
<br />
=== General changes ===<br />
* Added a 1 second delay after placement before walls can be recycled.<br />
* Refactored Steam Rich Presence code to hopefully optimize things.<br />
* Vehicle "Base weight" values have all been set to 0. This is so that the weight value shown in the menu's is only displaying the current equipment weight and the total available weight.<br />
<br />
=== Bug fixes ===<br />
* Speculative fix for scoreboard muting when the server is at a high player count.<br />
* Fixed a bug causing Zulu squad to not generate squad points.<br />
* Fixed rifleman vehicle damage skill not being applied to cannons.<br />
* Fixed an issue with footstep raycasts only hitting world surfaces.<br />
** For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.<br />
* Fixed a bug that was preventing all HUD-element reset functions from being called.<br />
** This was causing hud-hints to get stuck on screen after map change because the "hide" HUD animation wasn't being called by the reset function.<br />
<br />
=== Sound changes ===<br />
* Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it's radius.<br />
** This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.<br />
** This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.<br />
==== Sound-mixer changes ====<br />
* Reduced the volume for the following categories:<br />
** Ambient (This mostly affects soundscapes.)<br />
** UI<br />
** Music<br />
==== Soundscape changes ====<br />
* Disabled the Auto DSP (Digital Signal Processor) effect for emp_duststorm, emp_midbridge and emp_mvalley.<br />
** The behaviour of the Auto DSP setting isn't ideal for wide open spaces and quite often will cause the DSP settings to enter an echoed state but never get reset. (Without forcibly restarting the sound system)<br />
<br />
=== Script/Game Balance ===<br />
==== Rank Points ====<br />
* Reduced the amount of wages provided from repairing 100 units from 5 to 3<br />
* Reduced the amount of sabotages required to generate a rank-point from 2 to 1<br />
* Reduced the amount of sabotages required to generate a rank-point from 2 to 1<br />
<br />
==== Explosion changes ====<br />
* Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.<br />
** What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu<br />
* '''Explosions damage falloff is now also applied when damaging buildings.'''<br />
** Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.<br />
** Buildings resistances have been adjusted to work with the new fall-off damage. See below for more information<br />
** Infantry and Vehicle Weapons Explosion Radius have been adjusted to work with the new fall-off damage. See below for more information<br />
* Explosions now have a "falloff offset", anything inside this zone will not have falloff applied.<br />
** You can think of this as an inner radius for which the explosion will always deal it's full damage. (Resistances still apply, after the falloff calculation)<br />
* Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named "Explosion Falloff Offset" for both veh/inf scripts, default offset is 10% but script variable is 0-1)<br />
* Fixed a couple of general bugs to do with blocked explosion damage.<br />
* Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)<br />
* New CVAR has been added - "emp_sv_debug_visualize_explosions", this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)<br />
<br />
==== Changes to RPG/Mortar ====<br />
* Tidied up the code for both weapons, condensed some statements and shortened code where possible.<br />
* Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)<br />
===== RPG =====<br />
* Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)<br />
* Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.<br />
===== Mortar =====<br />
* Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.<br />
* Removed the right click function. This opened the "artillery map", but this feature was unfinished and has remained in a broken state for a number of years.<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* Automatic reload delay is 0.5s after firing.<br />
<br />
==== Infantry Weapons ====<br />
* RPG<br />
** Increased Explosion Radius from 75 to 150<br />
* Concussion grenades<br />
** Explosion Falloff Offset of 100% (No explosion damage falloff for these grenades)<br />
* Seismic grenades<br />
** Increased radius from 200 to 300<br />
** Explosion Falloff Offset of 50% (150 units)<br />
** Seismic grenade "ScreenShake" effect now matches the radius, it was previously hard-coded to 600 units.<br />
<br />
==== Vehicle Armor ====<br />
* Commander<br />
** Increased Health from 250 to 275<br />
** Increased Squad Artillery Resist from 0.5 to 0.625<br />
*** Reduces damage from squad artillery by 25%<br />
* Reactive<br />
** Increased Health from 120 to 130<br />
* Composite<br />
** Reduced Regeneration from 2 HP/s to 1.5 HP/s<br />
** Increased Biological Resist from 0 to 0.2<br />
* Regenerative<br />
** Reduced Regeneration from 5 HP/s to 4 HP/s<br />
<br />
==== Vehicle Weapons ====<br />
===== Missile Launchers =====<br />
* Homing Missile Launchers<br />
** Increased Missile Range from 6000 to 8000<br />
** Decreased Heat from 10 to 9<br />
** Increased Clip Size from 7 to 8<br />
* Standard Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Upgraded Missile Launcher<br />
** Increased Explosion Radius from 150 to 250<br />
* Guided Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Homing Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Biological Missile Launcher<br />
** Increased Projectile Spread from 0.5 to 1<br />
* Nuclear Missile Launcher<br />
** Reduced Projectie Spread from 1.25 to 1<br />
===== Machine Guns =====<br />
* Depleted Uranium Machine Gun<br />
** Reduced Cost from 70 to 60<br />
** Reduced Cycle Time from 0.121 to 0.1<br />
** Reduced Damage from 5 to 4<br />
*** Combined with the Cycle Time reduction it reduces DPS from 43 to 38<br />
** Reduced FalloffStart from 5000 to 4000<br />
** Reduced FalloffEnd from 10000 to 8000<br />
** Reduced Minimal Damage from 4 to 3<br />
* Depleted Uranium Heavy Machine Gun<br />
** '''REMOVED'''<br />
* Biological Machine Gun<br />
** Reduced Cost from 75 to 60<br />
** Reduced Heat from 2 to 1.5<br />
** Reduced Cycle Time from 0.43 to 0.38<br />
* Plasma Heavy Machine Gun<br />
** Increased Cost from 100 to 110<br />
* High-Explosive Heavy Machine Gun<br />
** Reduced Cost from 125 to 100<br />
<br />
===== Cannons =====<br />
* Standard Cannon<br />
** Increased Explosion Radius from 275 to 300<br />
* Ranged Cannon<br />
** Increased Explosion Radius from 150 to 250<br />
* Railgun<br />
** Increased Explosion Radius from 100 to 200<br />
* High-Explosive Cannon<br />
** Decreased Projectile Spread from 1 to 0.5<br />
<br />
===== Grenades =====<br />
* Explosion Damage Falloff Offset of 20% for all grenades<br />
<br />
==== Buildings ====<br />
* Buildings<br />
** Reduced Recycle Time from 20 to 10<br />
** Decreased Kinetic Shell Resistance from 0.833 to 0.8<br />
** Decreased Explosive Shell Resistance from 0.89 to 0.833<br />
** Decreased Plasma Shell Resistance from 0.88 to 0.85<br />
** Decreased Explosive Missile Resistance from 0.833 to 0.75<br />
** Decreased Artillery Resistance from 0.85 to 0.775<br />
* Turrets<br />
** Decreased Kinetic Shell Resistance from 0.7 to 0.6<br />
** Decreased Explosive Shell Resist from 0.75 to 0.6<br />
** Decreased Biological Shell Resistance from 0.75 to 0.7<br />
** Decreased Plasma Shell Resist from 0.76 to 0.6<br />
** Decreased Explosive Missile Resistance from 0.65 to 0.5<br />
** Decreased Artillery Resistance from 0.7 to 0.55<br />
* Walls<br />
** Decreased Kinetic Shell Resistance from 0.925 to 0.91<br />
** Decreased Explosive Shell Resistance from 0.94 to 0.933<br />
** Decreased Explosive Missile Resistance from 0.94 to 0.92<br />
** Decreased Artillery Resistance from 0.94 to 0.9<br />
<br />
== 2.31.2 ==<br />
<small>'''Release: (2021/03/27)'''</small><br />
<br />
=== Features ===<br />
* Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).<br />
** Also increased their scale very slightly as of last patch.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))<br />
* Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn't increase bullet spread.<br />
* Fixed vehicle preset ordering to fix issues with commander interface dropdowns.<br />
* Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script's attenuation definition.<br />
** Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Armors ====<br />
* Composite<br />
** Increased Cost from 30 to 40.<br />
==== Vehicle Weapons ====<br />
===== Machine Guns =====<br />
** Standard Machine Gun<br />
*** Decreased Heat from 1 to 0.8<br />
*** Increased Reload Time from 3.5 to 4<br />
** .50cal Machine Gun<br />
*** Decreased Heat from 0.8 to 0.6<br />
*** Decreased Weight from 50 to 45<br />
*** Increased Clip Size from 70 to 80<br />
*** Increased Total Ammo Clip from 4 to 5<br />
*** Increased Reload Time from 6.8 to 7<br />
*** Decreased Projectile Spread from 0.013 to 0.01<br />
** .50cal Heavy Machine Gun<br />
*** Decreased Cost from 95 to 90<br />
*** Decreased Damage from 23 to 20<br />
*** Decreased Cycle Time from 0.06 to 0.045<br />
*** Increased Clip Size from 110 to 120<br />
*** Increased Total Ammo Clips from 4 to 6<br />
*** Increased Reload Time from 7.5 to 9<br />
*** Decreased Projectile Spread from 0.013 to 0.008<br />
** Chain Gun<br />
*** Decreased Damage from 14 to 13<br />
*** Increased Heat from 0.35 to 0.7<br />
*** Decreased Weight from 50 to 40<br />
*** Increased Cycle Time from 0.04 to 0.06<br />
*** Decreased Clip Size from 125 to 100<br />
*** Increased Total Ammo Clips from 3 to 4<br />
** Medium Chain Gun<br />
*** Decreased Cost from 70 to 60<br />
*** Increased Heat from 0.45 to 0.7<br />
*** Decreased Weight from 65 to 50<br />
*** Increased Cycle Time from 0.035 to 0.045<br />
*** Decreased Clip Size from 175 to 150<br />
*** Increased Total Ammo Clips from 3 to 5<br />
*** Decreased Projectile Spread from 0.03 to 0.0275<br />
===== Cannons =====<br />
** Standard Cannon<br />
*** Reduced Heat from 10 to 9<br />
** Ranged Cannon<br />
*** Decreased Cost from 85 to 80<br />
** High-Explosive Cannon<br />
*** Decreased Cost from 80 to 70<br />
*** Decreased Gravity from 0.4125 to 0.4<br />
*** Increased Weight from 60 to 70<br />
** Plasma Cannon<br />
*** Decreased Cost from 130 to 110<br />
*** Decreased Gravity from 0.4 to 0.35<br />
** Railgun<br />
*** Decreased Cost from 160 to 120<br />
** Biological Cannon<br />
*** Decreased Cost from 130 to 100<br />
*** Decreased Gravity from 0.37 to 0.35<br />
*** Decreased Projectile Spread from 1 to 0.5<br />
*** Decreased Explosion Radius from 200 to 150<br />
*** Increased Vehicle Bio Time from 4.25 to 5<br />
*** Increased Vehicle Bio Interval from 0.4 to 0.5<br />
*** Increased Infantry Bio Damage from 3 to 4<br />
*** Decreased Infantry Bio Time from 7 to 5<br />
*** Decreased Infantry Bio Interval from 1 to 0.5<br />
<br />
===== Missiles Launchers =====<br />
** Standard Missile Launcher<br />
*** Increased Weight from 30 to 40<br />
*** Decreased Cycle Time from 1.2 to 1.1<br />
** Upgraded Missile Launcher<br />
*** Decreased Heat from 8 to 6.5<br />
*** Increased Explosion Radius from 100 to 150<br />
** Biological Missile Launcher<br />
*** Increased Heat from 6 to 12<br />
** Nuclear Missile Launcher<br />
*** Increased Cost from 140 to 200<br />
** Guided Missile Launcher<br />
*** Increased Heat from 7.5 to 9<br />
** Homing Missile Launcher<br />
*** Decreased Cost from 140 to 100<br />
*** Increased Damage from 55 to 60<br />
*** Decreased Lock Range Modifier from 0.00029 to 0.0002<br />
**** This means it increases the time it takes to lock onto a target by 0.2s by 1000 units<br />
* Grenade Launchers<br />
** Biological Grenade Launcher<br />
*** Decreased Cost from 60 to 50<br />
*** Increased Weight from 40 to 50<br />
*** Increased Damage from 30 to 40<br />
*** Decreased Cycle Time from 2.5 to 2<br />
*** Decreased Heat from 14 to 13<br />
*** Increased Total Ammo Clips from 4 to 5<br />
*** Decreased Grenade Timer from 6 to 3<br />
*** Increased Player Bio Damage from 10/s for 3s to 10/s for 4s<br />
*** Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s<br />
==== Vehicle Engines ====<br />
* Bio Diesel<br />
** All Chassis<br />
*** Decreased Heat At Max from 1 to 0<br />
==== Research ====<br />
* High Caliber Rounds (.50cal)<br />
** Moved from Projectile Physics to Electrical Engineering<br />
** Increased Cost from 180 to 240<br />
** Increased time from 45 to 60<br />
* Advanced Machining<br />
** Increased Cost from 360 to 600<br />
** Increased Time from 90 to 120<br />
* Composite Armored<br />
** Increased Cost from 480 to 600<br />
* Gas Turbine<br />
** Increased Cost from 360 to 450<br />
==== Chassis ====<br />
* Armored Fighting Vehicle<br />
** Increased Available Weight from 320 to 330<br />
<br />
== 2.31.1 ==<br />
<small>'''Release: (2021/03/20)'''</small><br />
=== Features ===<br />
* Player names and revive icons now follow ragdolls correctly rather than staying at the death location.<br />
* Changed the revive icon to something simpler that is able to be re-colored in code and faded as to not block too much space on screen.<br />
** Revive icon is now red for team mates and yellow for squad mates.<br />
** Revive icon now fades out when close to the crosshair and if the player is too far away. (3000 units)<br />
* Tweaked player name fade distance and position on screen in an effort to make them less likely to block your view.<br />
* Player health colors are now drawn Red->Orange->Yellow->Green, rather than a linear transition of Red->Green.<br />
* Tweaked position of ammo/health request icons along with the squad member icon.<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing spotting/targeting to be unreliable, this was due to incorrect parameters on the collision traces.<br />
* Fixed bad parameters on prone collision checks causing team mates to be able to block a prone attempt.<br />
* Bullets no longer collide with projectiles, this should fix issues where tanks would shoot their own shells/missiles. (Although this affects all bullets)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Handling ====<br />
* Armored Fighting Vehicle<br />
** Reduced Max Steering at Slow Speed from 50 to 45<br />
* Armored Personnel Carrier (NF)<br />
** Reduced Max Steering at Slow Speed from 40 to 35<br />
* Medium Tank (BE)<br />
** Increased Max Steering at Fast Speed from 10 to 12<br />
<br />
==== Research ====<br />
* Plasma Cannon Projectile<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Plasma Tipped Rounds<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Upgraded Missile Warhead<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Salvo Missile Launcher (NEW)<br />
** Cost = 180<br />
** Time = 45<br />
* Guided Missiles<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Chemical Dispersion (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Warhead<br />
** Contains Biological Grenades (NEW)<br />
*** Cost = 120<br />
*** Time = 30<br />
* Projectile Coating (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Projectile<br />
*** Reduced Cost from 360 to 240<br />
*** Reduced Time from 90 to 60<br />
** Contains Biological Cannon<br />
* Upgraded Chassis<br />
** Increased Cost from 480 to 600<br />
* Medium Tank Chassis<br />
** Increased Cost from 360 to 450<br />
* Artillery Tank Chassis<br />
** Increased Cost from 480 to 600<br />
* Advanced Chassis<br />
** Reduced Time from 150 to 120<br />
* Heavy Tank Chassis<br />
** Reduced Time from 180 to 120<br />
** Reduced Cost from 720 to 600.<br />
<br />
==== Armors ====<br />
* Increased Composite Cost from 20 to 30.<br />
<br />
==== Weapons ====<br />
* Biological Warhead<br />
** Reduced Player Bio Damage from 5 to 4<br />
** Reduced Player Bio Time from 10 to 8<br />
** Reduced Player Bio Interval from 1 to 0.5<br />
** Increased Vehicle Bio Damage from 7 to 8<br />
** Reduced Vehicle Bio Time from 10 to 8<br />
* Biological Grenade Launcher (NEW)<br />
* Removed Weapons<br />
** Machine Guns<br />
*** Plasma Machine Gun (2 slot)<br />
** Cannons<br />
*** Plasma Cannon (3 slot)<br />
*** Heavy-duty Ranged Cannon (3 slot)<br />
*** Thermobaric Cannon (3 slot)<br />
*** Biological Cannon (2 slot)<br />
** Missiles<br />
*** Heavy-duty Missile Launcher (3 slot)<br />
*** Virulent Missile Launcher (3 slot)<br />
*** Advanced Salvo Missile Launcher (3 slot)<br />
*** TOW Guided Missile Launcher (3 slot)<br />
*** Homing Missile Launcher (2 slot)<br />
*** Salvo Homing Missile Launcher (3 slot)<br />
<br />
==== Infantry Weapons ====<br />
Rather than listing the individual changes (Which would be a long list), please follow the link below for all of the changes.<br />
<br />
https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.31.x&diff=10235Version/2.31.x2021-04-23T14:28:59Z<p>Xyaminou: /* Buildings */</p>
<hr />
<div>== 2.31.3 ==<br />
<small>'''Release: (TBA)'''</small><br />
<br />
=== General changes ===<br />
* Added a 1 second delay after placement before walls can be recycled.<br />
* Refactored Steam Rich Presence code to hopefully optimize things.<br />
* Vehicle "Base weight" values have all been set to 0. This is so that the weight value shown in the menu's is only displaying the current equipment weight and the total available weight.<br />
<br />
=== Bug fixes ===<br />
* Speculative fix for scoreboard muting when the server is at a high player count.<br />
* Fixed a bug causing Zulu squad to not generate squad points.<br />
* Fixed rifleman vehicle damage skill not being applied to cannons.<br />
* Fixed an issue with footstep raycasts only hitting world surfaces.<br />
** For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.<br />
* Fixed a bug that was preventing all HUD-element reset functions from being called.<br />
** This was causing hud-hints to get stuck on screen after map change because the "hide" HUD animation wasn't being called by the reset function.<br />
<br />
=== Sound changes ===<br />
* Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it's radius.<br />
** This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.<br />
** This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.<br />
==== Sound-mixer changes ====<br />
* Reduced the volume for the following categories:<br />
** Ambient (This mostly affects soundscapes.)<br />
** UI<br />
** Music<br />
==== Soundscape changes ====<br />
* Disabled the Auto DSP (Digital Signal Processor) effect for emp_duststorm, emp_midbridge and emp_mvalley.<br />
** The behaviour of the Auto DSP setting isn't ideal for wide open spaces and quite often will cause the DSP settings to enter an echoed state but never get reset. (Without forcibly restarting the sound system)<br />
<br />
=== Script/Game Balance ===<br />
==== Rank Points ====<br />
* Reduced the amount of wages provided from repairing 100 units from 5 to 3<br />
* Reduced the amount of sabotages required to generate a rank-point from 2 to 1<br />
* Reduced the amount of sabotages required to generate a rank-point from 2 to 1<br />
<br />
==== Explosion changes ====<br />
* Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.<br />
** What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu<br />
* '''Explosions damage falloff is now also applied when damaging buildings.'''<br />
** Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.<br />
** Buildings resistances have been adjusted to work with the new fall-off damage. See below for more information<br />
** Infantry and Vehicle Weapons Explosion Radius have been adjusted to work with the new fall-off damage. See below for more information<br />
* Explosions now have a "falloff offset", anything inside this zone will not have falloff applied.<br />
** You can think of this as an inner radius for which the explosion will always deal it's full damage. (Resistances still apply, after the falloff calculation)<br />
* Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named "Explosion Falloff Offset" for both veh/inf scripts, default offset is 10% but script variable is 0-1)<br />
* Fixed a couple of general bugs to do with blocked explosion damage.<br />
* Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)<br />
* New CVAR has been added - "emp_sv_debug_visualize_explosions", this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)<br />
<br />
==== Changes to RPG/Mortar ====<br />
* Tidied up the code for both weapons, condensed some statements and shortened code where possible.<br />
* Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)<br />
===== RPG =====<br />
* Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)<br />
* Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.<br />
===== Mortar =====<br />
* Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.<br />
* Removed the right click function. This opened the "artillery map", but this feature was unfinished and has remained in a broken state for a number of years.<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* Automatic reload delay is 0.5s after firing.<br />
<br />
==== Infantry Weapons ====<br />
* RPG<br />
** Increased Explosion Radius from 75 to 150<br />
* Concussion grenades<br />
** Explosion Falloff Offset of 100% (No explosion damage falloff for these grenades)<br />
* Seismic grenades<br />
** Increased radius from 200 to 300<br />
** Explosion Falloff Offset of 50% (150 units)<br />
** Seismic grenade "ScreenShake" effect now matches the radius, it was previously hard-coded to 600 units.<br />
<br />
==== Vehicle Armor ====<br />
* Commander<br />
** Increased Health from 250 to 275<br />
** Increased Squad Artillery Resist from 0.5 to 0.625<br />
*** Reduces damage from squad artillery by 25%<br />
* Reactive<br />
** Increased Health from 120 to 130<br />
* Composite<br />
** Reduced Regeneration from 2 HP/s to 1.5 HP/s<br />
** Increased Biological Resist from 0 to 0.2<br />
* Regenerative<br />
** Reduced Regeneration from 5 HP/s to 4 HP/s<br />
<br />
==== Vehicle Weapons ====<br />
===== Missile Launchers =====<br />
* Homing Missile Launchers<br />
** Increased Missile Range from 6000 to 8000<br />
** Decreased Heat from 10 to 9<br />
** Increased Clip Size from 7 to 8<br />
* Standard Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Upgraded Missile Launcher<br />
** Increased Explosion Radius from 150 to 250<br />
* Guided Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Homing Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Biological Missile Launcher<br />
** Increased Projectile Spread from 0.5 to 1<br />
* Nuclear Missile Launcher<br />
** Reduced Projectie Spread from 1.25 to 1<br />
===== Machine Guns =====<br />
* Depleted Uranium Machine Gun<br />
** Reduced Cost from 70 to 60<br />
** Reduced Cycle Time from 0.121 to 0.1<br />
** Reduced Damage from 5 to 4<br />
*** Combined with the Cycle Time reduction it reduces DPS from 43 to 38<br />
** Reduced FalloffStart from 5000 to 4000<br />
** Reduced FalloffEnd from 10000 to 8000<br />
** Reduced Minimal Damage from 4 to 3<br />
* Depleted Uranium Heavy Machine Gun<br />
** *REMOVED*<br />
* Biological Machine Gun<br />
** Reduced Cost from 75 to 60<br />
** Reduced Heat from 2 to 1.5<br />
** Reduced Cycle Time from 0.43 to 0.38<br />
* Plasma Heavy Machine Gun<br />
** Increased Cost from 100 to 110<br />
* High-Explosive Heavy Machine Gun<br />
** Reduced Cost from 125 to 100<br />
===== Cannons =====<br />
* Standard Cannon<br />
** Increased Explosion Radius from 275 to 300<br />
* Ranged Cannon<br />
** Increased Explosion Radius from 150 to 250<br />
* Railgun<br />
** Increased Explosion Radius from 100 to 200<br />
* High-Explosive Cannon<br />
** Decreased Projectile Spread from 1 to 0.5<br />
<br />
===== Grenades =====<br />
* Explosion Damage Falloff Offset of 20% for all grenades<br />
<br />
==== Buildings ====<br />
* Buildings<br />
** Reduced Recycle Time from 20 to 10<br />
** Decreased Kinetic Shell Resistance from 0.833 to 0.8<br />
** Decreased Explosive Shell Resistance from 0.89 to 0.833<br />
** Decreased Plasma Shell Resistance from 0.88 to 0.85<br />
** Decreased Explosive Missile Resistance from 0.833 to 0.75<br />
** Decreased Artillery Resistance from 0.85 to 0.775<br />
* Turrets<br />
** Decreased Kinetic Shell Resistance from 0.7 to 0.6<br />
** Decreased Explosive Shell Resist from 0.75 to 0.6<br />
** Decreased Biological Shell Resistance from 0.75 to 0.7<br />
** Decreased Plasma Shell Resist from 0.76 to 0.6<br />
** Decreased Explosive Missile Resistance from 0.65 to 0.5<br />
** Decreased Artillery Resistance from 0.7 to 0.55<br />
* Walls<br />
** Decreased Kinetic Shell Resistance from 0.925 to 0.91<br />
** Decreased Explosive Shell Resistance from 0.94 to 0.933<br />
** Decreased Explosive Missile Resistance from 0.94 to 0.92<br />
** Decreased Artillery Resistance from 0.94 to 0.9<br />
<br />
== 2.31.2 ==<br />
<small>'''Release: (2021/03/27)'''</small><br />
<br />
=== Features ===<br />
* Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).<br />
** Also increased their scale very slightly as of last patch.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))<br />
* Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn't increase bullet spread.<br />
* Fixed vehicle preset ordering to fix issues with commander interface dropdowns.<br />
* Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script's attenuation definition.<br />
** Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Armors ====<br />
* Composite<br />
** Increased Cost from 30 to 40.<br />
==== Vehicle Weapons ====<br />
===== Machine Guns =====<br />
** Standard Machine Gun<br />
*** Decreased Heat from 1 to 0.8<br />
*** Increased Reload Time from 3.5 to 4<br />
** .50cal Machine Gun<br />
*** Decreased Heat from 0.8 to 0.6<br />
*** Decreased Weight from 50 to 45<br />
*** Increased Clip Size from 70 to 80<br />
*** Increased Total Ammo Clip from 4 to 5<br />
*** Increased Reload Time from 6.8 to 7<br />
*** Decreased Projectile Spread from 0.013 to 0.01<br />
** .50cal Heavy Machine Gun<br />
*** Decreased Cost from 95 to 90<br />
*** Decreased Damage from 23 to 20<br />
*** Decreased Cycle Time from 0.06 to 0.045<br />
*** Increased Clip Size from 110 to 120<br />
*** Increased Total Ammo Clips from 4 to 6<br />
*** Increased Reload Time from 7.5 to 9<br />
*** Decreased Projectile Spread from 0.013 to 0.008<br />
** Chain Gun<br />
*** Decreased Damage from 14 to 13<br />
*** Increased Heat from 0.35 to 0.7<br />
*** Decreased Weight from 50 to 40<br />
*** Increased Cycle Time from 0.04 to 0.06<br />
*** Decreased Clip Size from 125 to 100<br />
*** Increased Total Ammo Clips from 3 to 4<br />
** Medium Chain Gun<br />
*** Decreased Cost from 70 to 60<br />
*** Increased Heat from 0.45 to 0.7<br />
*** Decreased Weight from 65 to 50<br />
*** Increased Cycle Time from 0.035 to 0.045<br />
*** Decreased Clip Size from 175 to 150<br />
*** Increased Total Ammo Clips from 3 to 5<br />
*** Decreased Projectile Spread from 0.03 to 0.0275<br />
===== Cannons =====<br />
** Standard Cannon<br />
*** Reduced Heat from 10 to 9<br />
** Ranged Cannon<br />
*** Decreased Cost from 85 to 80<br />
** High-Explosive Cannon<br />
*** Decreased Cost from 80 to 70<br />
*** Decreased Gravity from 0.4125 to 0.4<br />
*** Increased Weight from 60 to 70<br />
** Plasma Cannon<br />
*** Decreased Cost from 130 to 110<br />
*** Decreased Gravity from 0.4 to 0.35<br />
** Railgun<br />
*** Decreased Cost from 160 to 120<br />
** Biological Cannon<br />
*** Decreased Cost from 130 to 100<br />
*** Decreased Gravity from 0.37 to 0.35<br />
*** Decreased Projectile Spread from 1 to 0.5<br />
*** Decreased Explosion Radius from 200 to 150<br />
*** Increased Vehicle Bio Time from 4.25 to 5<br />
*** Increased Vehicle Bio Interval from 0.4 to 0.5<br />
*** Increased Infantry Bio Damage from 3 to 4<br />
*** Decreased Infantry Bio Time from 7 to 5<br />
*** Decreased Infantry Bio Interval from 1 to 0.5<br />
<br />
===== Missiles Launchers =====<br />
** Standard Missile Launcher<br />
*** Increased Weight from 30 to 40<br />
*** Decreased Cycle Time from 1.2 to 1.1<br />
** Upgraded Missile Launcher<br />
*** Decreased Heat from 8 to 6.5<br />
*** Increased Explosion Radius from 100 to 150<br />
** Biological Missile Launcher<br />
*** Increased Heat from 6 to 12<br />
** Nuclear Missile Launcher<br />
*** Increased Cost from 140 to 200<br />
** Guided Missile Launcher<br />
*** Increased Heat from 7.5 to 9<br />
** Homing Missile Launcher<br />
*** Decreased Cost from 140 to 100<br />
*** Increased Damage from 55 to 60<br />
*** Decreased Lock Range Modifier from 0.00029 to 0.0002<br />
**** This means it increases the time it takes to lock onto a target by 0.2s by 1000 units<br />
* Grenade Launchers<br />
** Biological Grenade Launcher<br />
*** Decreased Cost from 60 to 50<br />
*** Increased Weight from 40 to 50<br />
*** Increased Damage from 30 to 40<br />
*** Decreased Cycle Time from 2.5 to 2<br />
*** Decreased Heat from 14 to 13<br />
*** Increased Total Ammo Clips from 4 to 5<br />
*** Decreased Grenade Timer from 6 to 3<br />
*** Increased Player Bio Damage from 10/s for 3s to 10/s for 4s<br />
*** Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s<br />
==== Vehicle Engines ====<br />
* Bio Diesel<br />
** All Chassis<br />
*** Decreased Heat At Max from 1 to 0<br />
==== Research ====<br />
* High Caliber Rounds (.50cal)<br />
** Moved from Projectile Physics to Electrical Engineering<br />
** Increased Cost from 180 to 240<br />
** Increased time from 45 to 60<br />
* Advanced Machining<br />
** Increased Cost from 360 to 600<br />
** Increased Time from 90 to 120<br />
* Composite Armored<br />
** Increased Cost from 480 to 600<br />
* Gas Turbine<br />
** Increased Cost from 360 to 450<br />
==== Chassis ====<br />
* Armored Fighting Vehicle<br />
** Increased Available Weight from 320 to 330<br />
<br />
== 2.31.1 ==<br />
<small>'''Release: (2021/03/20)'''</small><br />
=== Features ===<br />
* Player names and revive icons now follow ragdolls correctly rather than staying at the death location.<br />
* Changed the revive icon to something simpler that is able to be re-colored in code and faded as to not block too much space on screen.<br />
** Revive icon is now red for team mates and yellow for squad mates.<br />
** Revive icon now fades out when close to the crosshair and if the player is too far away. (3000 units)<br />
* Tweaked player name fade distance and position on screen in an effort to make them less likely to block your view.<br />
* Player health colors are now drawn Red->Orange->Yellow->Green, rather than a linear transition of Red->Green.<br />
* Tweaked position of ammo/health request icons along with the squad member icon.<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing spotting/targeting to be unreliable, this was due to incorrect parameters on the collision traces.<br />
* Fixed bad parameters on prone collision checks causing team mates to be able to block a prone attempt.<br />
* Bullets no longer collide with projectiles, this should fix issues where tanks would shoot their own shells/missiles. (Although this affects all bullets)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Handling ====<br />
* Armored Fighting Vehicle<br />
** Reduced Max Steering at Slow Speed from 50 to 45<br />
* Armored Personnel Carrier (NF)<br />
** Reduced Max Steering at Slow Speed from 40 to 35<br />
* Medium Tank (BE)<br />
** Increased Max Steering at Fast Speed from 10 to 12<br />
<br />
==== Research ====<br />
* Plasma Cannon Projectile<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Plasma Tipped Rounds<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Upgraded Missile Warhead<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Salvo Missile Launcher (NEW)<br />
** Cost = 180<br />
** Time = 45<br />
* Guided Missiles<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Chemical Dispersion (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Warhead<br />
** Contains Biological Grenades (NEW)<br />
*** Cost = 120<br />
*** Time = 30<br />
* Projectile Coating (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Projectile<br />
*** Reduced Cost from 360 to 240<br />
*** Reduced Time from 90 to 60<br />
** Contains Biological Cannon<br />
* Upgraded Chassis<br />
** Increased Cost from 480 to 600<br />
* Medium Tank Chassis<br />
** Increased Cost from 360 to 450<br />
* Artillery Tank Chassis<br />
** Increased Cost from 480 to 600<br />
* Advanced Chassis<br />
** Reduced Time from 150 to 120<br />
* Heavy Tank Chassis<br />
** Reduced Time from 180 to 120<br />
** Reduced Cost from 720 to 600.<br />
<br />
==== Armors ====<br />
* Increased Composite Cost from 20 to 30.<br />
<br />
==== Weapons ====<br />
* Biological Warhead<br />
** Reduced Player Bio Damage from 5 to 4<br />
** Reduced Player Bio Time from 10 to 8<br />
** Reduced Player Bio Interval from 1 to 0.5<br />
** Increased Vehicle Bio Damage from 7 to 8<br />
** Reduced Vehicle Bio Time from 10 to 8<br />
* Biological Grenade Launcher (NEW)<br />
* Removed Weapons<br />
** Machine Guns<br />
*** Plasma Machine Gun (2 slot)<br />
** Cannons<br />
*** Plasma Cannon (3 slot)<br />
*** Heavy-duty Ranged Cannon (3 slot)<br />
*** Thermobaric Cannon (3 slot)<br />
*** Biological Cannon (2 slot)<br />
** Missiles<br />
*** Heavy-duty Missile Launcher (3 slot)<br />
*** Virulent Missile Launcher (3 slot)<br />
*** Advanced Salvo Missile Launcher (3 slot)<br />
*** TOW Guided Missile Launcher (3 slot)<br />
*** Homing Missile Launcher (2 slot)<br />
*** Salvo Homing Missile Launcher (3 slot)<br />
<br />
==== Infantry Weapons ====<br />
Rather than listing the individual changes (Which would be a long list), please follow the link below for all of the changes.<br />
<br />
https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.31.x&diff=10234Version/2.31.x2021-04-23T14:26:29Z<p>Xyaminou: /* Buildings */</p>
<hr />
<div>== 2.31.3 ==<br />
<small>'''Release: (TBA)'''</small><br />
<br />
=== General changes ===<br />
* Added a 1 second delay after placement before walls can be recycled.<br />
* Refactored Steam Rich Presence code to hopefully optimize things.<br />
* Vehicle "Base weight" values have all been set to 0. This is so that the weight value shown in the menu's is only displaying the current equipment weight and the total available weight.<br />
<br />
=== Bug fixes ===<br />
* Speculative fix for scoreboard muting when the server is at a high player count.<br />
* Fixed a bug causing Zulu squad to not generate squad points.<br />
* Fixed rifleman vehicle damage skill not being applied to cannons.<br />
* Fixed an issue with footstep raycasts only hitting world surfaces.<br />
** For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.<br />
* Fixed a bug that was preventing all HUD-element reset functions from being called.<br />
** This was causing hud-hints to get stuck on screen after map change because the "hide" HUD animation wasn't being called by the reset function.<br />
<br />
=== Sound changes ===<br />
* Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it's radius.<br />
** This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.<br />
** This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.<br />
==== Sound-mixer changes ====<br />
* Reduced the volume for the following categories:<br />
** Ambient (This mostly affects soundscapes.)<br />
** UI<br />
** Music<br />
==== Soundscape changes ====<br />
* Disabled the Auto DSP (Digital Signal Processor) effect for emp_duststorm, emp_midbridge and emp_mvalley.<br />
** The behaviour of the Auto DSP setting isn't ideal for wide open spaces and quite often will cause the DSP settings to enter an echoed state but never get reset. (Without forcibly restarting the sound system)<br />
<br />
=== Script/Game Balance ===<br />
==== Rank Points ====<br />
* Reduced the amount of wages provided from repairing 100 units from 5 to 3<br />
* Reduced the amount of sabotages required to generate a rank-point from 2 to 1<br />
* Reduced the amount of sabotages required to generate a rank-point from 2 to 1<br />
<br />
==== Explosion changes ====<br />
* Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.<br />
** What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu<br />
* '''Explosions damage falloff is now also applied when damaging buildings.'''<br />
** Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.<br />
** Buildings resistances have been adjusted to work with the new fall-off damage. See below for more information<br />
** Infantry and Vehicle Weapons Explosion Radius have been adjusted to work with the new fall-off damage. See below for more information<br />
* Explosions now have a "falloff offset", anything inside this zone will not have falloff applied.<br />
** You can think of this as an inner radius for which the explosion will always deal it's full damage. (Resistances still apply, after the falloff calculation)<br />
* Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named "Explosion Falloff Offset" for both veh/inf scripts, default offset is 10% but script variable is 0-1)<br />
* Fixed a couple of general bugs to do with blocked explosion damage.<br />
* Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)<br />
* New CVAR has been added - "emp_sv_debug_visualize_explosions", this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)<br />
<br />
==== Changes to RPG/Mortar ====<br />
* Tidied up the code for both weapons, condensed some statements and shortened code where possible.<br />
* Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)<br />
===== RPG =====<br />
* Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)<br />
* Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.<br />
===== Mortar =====<br />
* Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.<br />
* Removed the right click function. This opened the "artillery map", but this feature was unfinished and has remained in a broken state for a number of years.<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* Automatic reload delay is 0.5s after firing.<br />
<br />
==== Infantry Weapons ====<br />
* RPG<br />
** Increased Explosion Radius from 75 to 150<br />
* Concussion grenades<br />
** Explosion Falloff Offset of 100% (No explosion damage falloff for these grenades)<br />
* Seismic grenades<br />
** Increased radius from 200 to 300<br />
** Explosion Falloff Offset of 50% (150 units)<br />
** Seismic grenade "ScreenShake" effect now matches the radius, it was previously hard-coded to 600 units.<br />
<br />
==== Vehicle Armor ====<br />
* Commander<br />
** Increased Health from 250 to 275<br />
** Increased Squad Artillery Resist from 0.5 to 0.625<br />
*** Reduces damage from squad artillery by 25%<br />
* Reactive<br />
** Increased Health from 120 to 130<br />
* Composite<br />
** Reduced Regeneration from 2 HP/s to 1.5 HP/s<br />
** Increased Biological Resist from 0 to 0.2<br />
* Regenerative<br />
** Reduced Regeneration from 5 HP/s to 4 HP/s<br />
<br />
==== Vehicle Weapons ====<br />
===== Missile Launchers =====<br />
* Homing Missile Launchers<br />
** Increased Missile Range from 6000 to 8000<br />
** Decreased Heat from 10 to 9<br />
** Increased Clip Size from 7 to 8<br />
* Standard Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Upgraded Missile Launcher<br />
** Increased Explosion Radius from 150 to 250<br />
* Guided Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Homing Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Biological Missile Launcher<br />
** Increased Projectile Spread from 0.5 to 1<br />
* Nuclear Missile Launcher<br />
** Reduced Projectie Spread from 1.25 to 1<br />
===== Machine Guns =====<br />
* Depleted Uranium Machine Gun<br />
** Reduced Cost from 70 to 60<br />
** Reduced Cycle Time from 0.121 to 0.1<br />
** Reduced Damage from 5 to 4<br />
*** Combined with the Cycle Time reduction it reduces DPS from 43 to 38<br />
** Reduced FalloffStart from 5000 to 4000<br />
** Reduced FalloffEnd from 10000 to 8000<br />
** Reduced Minimal Damage from 4 to 3<br />
* Depleted Uranium Heavy Machine Gun<br />
** *REMOVED*<br />
* Biological Machine Gun<br />
** Reduced Cost from 75 to 60<br />
** Reduced Heat from 2 to 1.5<br />
** Reduced Cycle Time from 0.43 to 0.38<br />
* Plasma Heavy Machine Gun<br />
** Increased Cost from 100 to 110<br />
* High-Explosive Heavy Machine Gun<br />
** Reduced Cost from 125 to 100<br />
===== Cannons =====<br />
* Standard Cannon<br />
** Increased Explosion Radius from 275 to 300<br />
* Ranged Cannon<br />
** Increased Explosion Radius from 150 to 250<br />
* Railgun<br />
** Increased Explosion Radius from 100 to 200<br />
* High-Explosive Cannon<br />
** Decreased Projectile Spread from 1 to 0.5<br />
<br />
===== Grenades =====<br />
* Explosion Damage Falloff Offset of 20% for all grenades<br />
<br />
==== Buildings ====<br />
* Buildings<br />
** Reduced Recycle Time from 20 to 10<br />
** Decreased Kinetic Shell Resistance from 0.833 to 0.8<br />
** Decreased Explosive Shell Resistance from 0.89 to 0.833<br />
** Decreased Plasma Shell Resistance from 0.88 to 0.85<br />
** Decreased Explosive Missile Resistance from 0.833 to 0.75<br />
** Decreased Artillery Resistance from 0.85 to 0.775<br />
* Turrets<br />
** Decreased Kinetic Shell Resistance from 0.75 to 0.6<br />
** Decreased Explosive Shell Resist from 0.7 to 0.6<br />
** Decreased Biological Shell Resistance from 0.75 to 0.7<br />
** Decreased Plasma Shell Resist from 0.76 to 0.6<br />
** Decreased Explosive Missile Resistance from 0.65 to 0.5<br />
** Decreased Artillery Resistance from 0.7 to 0.55<br />
* Walls<br />
** Decreased Kinetic Shell Resistance from 0.925 to 0.91<br />
** Decreased Explosive Shell Resistance from 0.94 to 0.933<br />
** Decreased Explosive Missile Resistance from 0.94 to 0.92<br />
** Decreased Artillery Resistance from 0.94 to 0.9<br />
<br />
== 2.31.2 ==<br />
<small>'''Release: (2021/03/27)'''</small><br />
<br />
=== Features ===<br />
* Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).<br />
** Also increased their scale very slightly as of last patch.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))<br />
* Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn't increase bullet spread.<br />
* Fixed vehicle preset ordering to fix issues with commander interface dropdowns.<br />
* Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script's attenuation definition.<br />
** Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Armors ====<br />
* Composite<br />
** Increased Cost from 30 to 40.<br />
==== Vehicle Weapons ====<br />
===== Machine Guns =====<br />
** Standard Machine Gun<br />
*** Decreased Heat from 1 to 0.8<br />
*** Increased Reload Time from 3.5 to 4<br />
** .50cal Machine Gun<br />
*** Decreased Heat from 0.8 to 0.6<br />
*** Decreased Weight from 50 to 45<br />
*** Increased Clip Size from 70 to 80<br />
*** Increased Total Ammo Clip from 4 to 5<br />
*** Increased Reload Time from 6.8 to 7<br />
*** Decreased Projectile Spread from 0.013 to 0.01<br />
** .50cal Heavy Machine Gun<br />
*** Decreased Cost from 95 to 90<br />
*** Decreased Damage from 23 to 20<br />
*** Decreased Cycle Time from 0.06 to 0.045<br />
*** Increased Clip Size from 110 to 120<br />
*** Increased Total Ammo Clips from 4 to 6<br />
*** Increased Reload Time from 7.5 to 9<br />
*** Decreased Projectile Spread from 0.013 to 0.008<br />
** Chain Gun<br />
*** Decreased Damage from 14 to 13<br />
*** Increased Heat from 0.35 to 0.7<br />
*** Decreased Weight from 50 to 40<br />
*** Increased Cycle Time from 0.04 to 0.06<br />
*** Decreased Clip Size from 125 to 100<br />
*** Increased Total Ammo Clips from 3 to 4<br />
** Medium Chain Gun<br />
*** Decreased Cost from 70 to 60<br />
*** Increased Heat from 0.45 to 0.7<br />
*** Decreased Weight from 65 to 50<br />
*** Increased Cycle Time from 0.035 to 0.045<br />
*** Decreased Clip Size from 175 to 150<br />
*** Increased Total Ammo Clips from 3 to 5<br />
*** Decreased Projectile Spread from 0.03 to 0.0275<br />
===== Cannons =====<br />
** Standard Cannon<br />
*** Reduced Heat from 10 to 9<br />
** Ranged Cannon<br />
*** Decreased Cost from 85 to 80<br />
** High-Explosive Cannon<br />
*** Decreased Cost from 80 to 70<br />
*** Decreased Gravity from 0.4125 to 0.4<br />
*** Increased Weight from 60 to 70<br />
** Plasma Cannon<br />
*** Decreased Cost from 130 to 110<br />
*** Decreased Gravity from 0.4 to 0.35<br />
** Railgun<br />
*** Decreased Cost from 160 to 120<br />
** Biological Cannon<br />
*** Decreased Cost from 130 to 100<br />
*** Decreased Gravity from 0.37 to 0.35<br />
*** Decreased Projectile Spread from 1 to 0.5<br />
*** Decreased Explosion Radius from 200 to 150<br />
*** Increased Vehicle Bio Time from 4.25 to 5<br />
*** Increased Vehicle Bio Interval from 0.4 to 0.5<br />
*** Increased Infantry Bio Damage from 3 to 4<br />
*** Decreased Infantry Bio Time from 7 to 5<br />
*** Decreased Infantry Bio Interval from 1 to 0.5<br />
<br />
===== Missiles Launchers =====<br />
** Standard Missile Launcher<br />
*** Increased Weight from 30 to 40<br />
*** Decreased Cycle Time from 1.2 to 1.1<br />
** Upgraded Missile Launcher<br />
*** Decreased Heat from 8 to 6.5<br />
*** Increased Explosion Radius from 100 to 150<br />
** Biological Missile Launcher<br />
*** Increased Heat from 6 to 12<br />
** Nuclear Missile Launcher<br />
*** Increased Cost from 140 to 200<br />
** Guided Missile Launcher<br />
*** Increased Heat from 7.5 to 9<br />
** Homing Missile Launcher<br />
*** Decreased Cost from 140 to 100<br />
*** Increased Damage from 55 to 60<br />
*** Decreased Lock Range Modifier from 0.00029 to 0.0002<br />
**** This means it increases the time it takes to lock onto a target by 0.2s by 1000 units<br />
* Grenade Launchers<br />
** Biological Grenade Launcher<br />
*** Decreased Cost from 60 to 50<br />
*** Increased Weight from 40 to 50<br />
*** Increased Damage from 30 to 40<br />
*** Decreased Cycle Time from 2.5 to 2<br />
*** Decreased Heat from 14 to 13<br />
*** Increased Total Ammo Clips from 4 to 5<br />
*** Decreased Grenade Timer from 6 to 3<br />
*** Increased Player Bio Damage from 10/s for 3s to 10/s for 4s<br />
*** Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s<br />
==== Vehicle Engines ====<br />
* Bio Diesel<br />
** All Chassis<br />
*** Decreased Heat At Max from 1 to 0<br />
==== Research ====<br />
* High Caliber Rounds (.50cal)<br />
** Moved from Projectile Physics to Electrical Engineering<br />
** Increased Cost from 180 to 240<br />
** Increased time from 45 to 60<br />
* Advanced Machining<br />
** Increased Cost from 360 to 600<br />
** Increased Time from 90 to 120<br />
* Composite Armored<br />
** Increased Cost from 480 to 600<br />
* Gas Turbine<br />
** Increased Cost from 360 to 450<br />
==== Chassis ====<br />
* Armored Fighting Vehicle<br />
** Increased Available Weight from 320 to 330<br />
<br />
== 2.31.1 ==<br />
<small>'''Release: (2021/03/20)'''</small><br />
=== Features ===<br />
* Player names and revive icons now follow ragdolls correctly rather than staying at the death location.<br />
* Changed the revive icon to something simpler that is able to be re-colored in code and faded as to not block too much space on screen.<br />
** Revive icon is now red for team mates and yellow for squad mates.<br />
** Revive icon now fades out when close to the crosshair and if the player is too far away. (3000 units)<br />
* Tweaked player name fade distance and position on screen in an effort to make them less likely to block your view.<br />
* Player health colors are now drawn Red->Orange->Yellow->Green, rather than a linear transition of Red->Green.<br />
* Tweaked position of ammo/health request icons along with the squad member icon.<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing spotting/targeting to be unreliable, this was due to incorrect parameters on the collision traces.<br />
* Fixed bad parameters on prone collision checks causing team mates to be able to block a prone attempt.<br />
* Bullets no longer collide with projectiles, this should fix issues where tanks would shoot their own shells/missiles. (Although this affects all bullets)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Handling ====<br />
* Armored Fighting Vehicle<br />
** Reduced Max Steering at Slow Speed from 50 to 45<br />
* Armored Personnel Carrier (NF)<br />
** Reduced Max Steering at Slow Speed from 40 to 35<br />
* Medium Tank (BE)<br />
** Increased Max Steering at Fast Speed from 10 to 12<br />
<br />
==== Research ====<br />
* Plasma Cannon Projectile<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Plasma Tipped Rounds<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Upgraded Missile Warhead<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Salvo Missile Launcher (NEW)<br />
** Cost = 180<br />
** Time = 45<br />
* Guided Missiles<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Chemical Dispersion (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Warhead<br />
** Contains Biological Grenades (NEW)<br />
*** Cost = 120<br />
*** Time = 30<br />
* Projectile Coating (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Projectile<br />
*** Reduced Cost from 360 to 240<br />
*** Reduced Time from 90 to 60<br />
** Contains Biological Cannon<br />
* Upgraded Chassis<br />
** Increased Cost from 480 to 600<br />
* Medium Tank Chassis<br />
** Increased Cost from 360 to 450<br />
* Artillery Tank Chassis<br />
** Increased Cost from 480 to 600<br />
* Advanced Chassis<br />
** Reduced Time from 150 to 120<br />
* Heavy Tank Chassis<br />
** Reduced Time from 180 to 120<br />
** Reduced Cost from 720 to 600.<br />
<br />
==== Armors ====<br />
* Increased Composite Cost from 20 to 30.<br />
<br />
==== Weapons ====<br />
* Biological Warhead<br />
** Reduced Player Bio Damage from 5 to 4<br />
** Reduced Player Bio Time from 10 to 8<br />
** Reduced Player Bio Interval from 1 to 0.5<br />
** Increased Vehicle Bio Damage from 7 to 8<br />
** Reduced Vehicle Bio Time from 10 to 8<br />
* Biological Grenade Launcher (NEW)<br />
* Removed Weapons<br />
** Machine Guns<br />
*** Plasma Machine Gun (2 slot)<br />
** Cannons<br />
*** Plasma Cannon (3 slot)<br />
*** Heavy-duty Ranged Cannon (3 slot)<br />
*** Thermobaric Cannon (3 slot)<br />
*** Biological Cannon (2 slot)<br />
** Missiles<br />
*** Heavy-duty Missile Launcher (3 slot)<br />
*** Virulent Missile Launcher (3 slot)<br />
*** Advanced Salvo Missile Launcher (3 slot)<br />
*** TOW Guided Missile Launcher (3 slot)<br />
*** Homing Missile Launcher (2 slot)<br />
*** Salvo Homing Missile Launcher (3 slot)<br />
<br />
==== Infantry Weapons ====<br />
Rather than listing the individual changes (Which would be a long list), please follow the link below for all of the changes.<br />
<br />
https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.31.x&diff=10222Version/2.31.x2021-04-20T17:52:10Z<p>Xyaminou: /* Explosion changes */</p>
<hr />
<div>== 2.31.3 ==<br />
<small>'''Release: (TBA)'''</small><br />
<br />
=== General changes ===<br />
* Added a 1 second delay after placement before walls can be recycled.<br />
* Refactored Steam Rich Presence code to hopefully optimize things.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug causing Zulu squad to not generate squad points.<br />
* Fixed rifleman vehicle damage skill not being applied to cannons.<br />
* Fixed an issue with footstep raycasts only hitting world surfaces.<br />
** For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.<br />
<br />
=== Sound changes ===<br />
* Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it's radius.<br />
** This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.<br />
** This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.<br />
==== Sound-mixer changes ====<br />
* Reduced the volume for the following categories:<br />
** Ambient (This mostly affects soundscapes.)<br />
** UI<br />
** Music<br />
<br />
=== Script/Game Balance ===<br />
==== Explosion changes ====<br />
* Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.<br />
** What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu<br />
* '''Explosions damage falloff is now also applied when damaging buildings.'''<br />
** Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.<br />
** Buildings resistances have been adjusted to work with the new fall-off damage. See below for more information<br />
** Infantry and Vehicle Weapons Explosion Radius have been adjusted to work with the new fall-off damage. See below for more information<br />
* Explosions now have a "falloff offset", anything inside this zone will not have falloff applied.<br />
** You can think of this as an inner radius for which the explosion will always deal it's full damage. (Resistances still apply, after the falloff calculation)<br />
* Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named "Explosion Falloff Offset" for both veh/inf scripts, default offset is 10% but script variable is 0-1)<br />
* Fixed a couple of general bugs to do with blocked explosion damage.<br />
* Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)<br />
* New CVAR has been added - "emp_sv_debug_visualize_explosions", this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)<br />
<br />
==== Changes to RPG/Mortar ====<br />
* Tidied up the code for both weapons, condensed some statements and shortened code where possible.<br />
* Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)<br />
===== RPG =====<br />
* Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)<br />
* Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.<br />
===== Mortar =====<br />
* Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.<br />
* Removed the right click function. This opened the "artillery map", but this feature was unfinished and has remained in a broken state for a number of years.<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* Automatic reload delay is 0.5s after firing.<br />
<br />
==== Infantry Weapons ====<br />
* RPG<br />
** Increased Explosion Radius from 75 to 150<br />
<br />
==== Vehicle Armor ====<br />
* Commander<br />
** Increased Health from 250 to 275<br />
** Increased Squad Artillery Resist from 0.5 to 0.625<br />
*** Reduces damage from squad artillery by 25%<br />
* Reactive<br />
** Increased Health from 120 to 130<br />
* Composite<br />
** Reduced Regeneration from 2 HP/s to 1.5 HP/s<br />
** Increased Biological Resist from 0 to 0.2<br />
* Regenerative<br />
** Reduced Regeneration from 5 HP/s to 4 HP/s<br />
<br />
==== Vehicle Weapons ====<br />
===== Missile Launchers =====<br />
* Homing Missile Launchers<br />
** Increased Missile Range from 6000 to 8000<br />
** Decreased Heat from 10 to 9<br />
** Increased Clip Size from 7 to 8<br />
* Standard Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Upgraded Missile Launcher<br />
** Increased Explosion Radius from 150 to 250<br />
* Guided Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Homing Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Biological Missile Launcher<br />
** Increased Projectile Spread from 0.5 to 1<br />
* Nuclear Missile Launcher<br />
** Reduced Projectie Spread from 1.25 to 1<br />
===== Machine Guns =====<br />
* Depleted Uranium Machine Gun<br />
** Reduced Cost from 70 to 60<br />
** Reduced Cycle Time from 0.121 to 0.1<br />
** Reduced Damage from 5 to 4<br />
*** Combined with the Cycle Time reduction it reduces DPS from 43 to 38<br />
** Reduced FalloffStart from 5000 to 4000<br />
** Reduced FalloffEnd from 10000 to 8000<br />
** Reduced Minimal Damage from 4 to 3<br />
* Depleted Uranium Heavy Machine Gun<br />
** *REMOVED*<br />
* Biological Machine Gun<br />
** Reduced Cost from 75 to 60<br />
** Reduced Heat from 2 to 1.5<br />
** Reduced Cycle Time from 0.43 to 0.38<br />
* Plasma Heavy Machine Gun<br />
** Increased Cost from 100 to 110<br />
* High-Explosive Heavy Machine Gun<br />
** Reduced Cost from 125 to 100<br />
===== Cannons =====<br />
* Standard Cannon<br />
** Increased Explosion Radius from 275 to 300<br />
* Ranged Cannon<br />
** Increased Explosion Radius from 150 to 250<br />
* Railgun<br />
** Increased Explosion Radius from 100 to 200<br />
<br />
==== Buildings ====<br />
* Buildings<br />
** Reduced Recycle Time from 20 to 10<br />
** Decreased Kinetic Shell Resistance from 0.833 to 0.8<br />
** Decreased Explosive Shell Resistance from 0.89 to 0.833<br />
** Decreased Plasma Shell Resistance from 0.88 to 0.85<br />
** Decreased Explosive Missile Resistance from 0.833 to 0.75<br />
** Decreased Artillery Resistance from 0.85 to 0.775<br />
* Turrets<br />
** Decreased Kinetic Shell Resistance from 0.75 to 0.6<br />
** Decreased Explosive Shell Resistance from 0.7 to 0.666<br />
** Decreased Biological Shell Resistance from 0.75 to 0.7<br />
** Decreased Plasma Shell Resistance from 0.76 to 0.7<br />
** Decreased Explosive Missile Resistance from 0.65 to 0.5<br />
** Decreased Artillery Resistance from 0.7 to 0.55<br />
* Turrets<br />
** Decreased Kinetic Shell Resistance from 0.925 to 0.91<br />
** Decreased Explosive Shell Resistance from 0.94 to 0.933<br />
** Decreased Explosive Missile Resistance from 0.94 to 0.92<br />
** Decreased Artillery Resistance from 0.94 to 0.9<br />
<br />
== 2.31.2 ==<br />
<small>'''Release: (2021/03/27)'''</small><br />
<br />
=== Features ===<br />
* Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).<br />
** Also increased their scale very slightly as of last patch.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))<br />
* Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn't increase bullet spread.<br />
* Fixed vehicle preset ordering to fix issues with commander interface dropdowns.<br />
* Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script's attenuation definition.<br />
** Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Armors ====<br />
* Composite<br />
** Increased Cost from 30 to 40.<br />
==== Vehicle Weapons ====<br />
===== Machine Guns =====<br />
** Standard Machine Gun<br />
*** Decreased Heat from 1 to 0.8<br />
*** Increased Reload Time from 3.5 to 4<br />
** .50cal Machine Gun<br />
*** Decreased Heat from 0.8 to 0.6<br />
*** Decreased Weight from 50 to 45<br />
*** Increased Clip Size from 70 to 80<br />
*** Increased Total Ammo Clip from 4 to 5<br />
*** Increased Reload Time from 6.8 to 7<br />
*** Decreased Projectile Spread from 0.013 to 0.01<br />
** .50cal Heavy Machine Gun<br />
*** Decreased Cost from 95 to 90<br />
*** Decreased Damage from 23 to 20<br />
*** Decreased Cycle Time from 0.06 to 0.045<br />
*** Increased Clip Size from 110 to 120<br />
*** Increased Total Ammo Clips from 4 to 6<br />
*** Increased Reload Time from 7.5 to 9<br />
*** Decreased Projectile Spread from 0.013 to 0.008<br />
** Chain Gun<br />
*** Decreased Damage from 14 to 13<br />
*** Increased Heat from 0.35 to 0.7<br />
*** Decreased Weight from 50 to 40<br />
*** Increased Cycle Time from 0.04 to 0.06<br />
*** Decreased Clip Size from 125 to 100<br />
*** Increased Total Ammo Clips from 3 to 4<br />
** Medium Chain Gun<br />
*** Decreased Cost from 70 to 60<br />
*** Increased Heat from 0.45 to 0.7<br />
*** Decreased Weight from 65 to 50<br />
*** Increased Cycle Time from 0.035 to 0.045<br />
*** Decreased Clip Size from 175 to 150<br />
*** Increased Total Ammo Clips from 3 to 5<br />
*** Decreased Projectile Spread from 0.03 to 0.0275<br />
===== Cannons =====<br />
** Standard Cannon<br />
*** Reduced Heat from 10 to 9<br />
** Ranged Cannon<br />
*** Decreased Cost from 85 to 80<br />
** High-Explosive Cannon<br />
*** Decreased Cost from 80 to 70<br />
*** Decreased Gravity from 0.4125 to 0.4<br />
*** Increased Weight from 60 to 70<br />
** Plasma Cannon<br />
*** Decreased Cost from 130 to 110<br />
*** Decreased Gravity from 0.4 to 0.35<br />
** Railgun<br />
*** Decreased Cost from 160 to 120<br />
** Biological Cannon<br />
*** Decreased Cost from 130 to 100<br />
*** Decreased Gravity from 0.37 to 0.35<br />
*** Decreased Projectile Spread from 1 to 0.5<br />
*** Decreased Explosion Radius from 200 to 150<br />
*** Increased Vehicle Bio Time from 4.25 to 5<br />
*** Increased Vehicle Bio Interval from 0.4 to 0.5<br />
*** Increased Infantry Bio Damage from 3 to 4<br />
*** Decreased Infantry Bio Time from 7 to 5<br />
*** Decreased Infantry Bio Interval from 1 to 0.5<br />
<br />
===== Missiles Launchers =====<br />
** Standard Missile Launcher<br />
*** Increased Weight from 30 to 40<br />
*** Decreased Cycle Time from 1.2 to 1.1<br />
** Upgraded Missile Launcher<br />
*** Decreased Heat from 8 to 6.5<br />
*** Increased Explosion Radius from 100 to 150<br />
** Biological Missile Launcher<br />
*** Increased Heat from 6 to 12<br />
** Nuclear Missile Launcher<br />
*** Increased Cost from 140 to 200<br />
** Guided Missile Launcher<br />
*** Increased Heat from 7.5 to 9<br />
** Homing Missile Launcher<br />
*** Decreased Cost from 140 to 100<br />
*** Increased Damage from 55 to 60<br />
*** Decreased Lock Range Modifier from 0.00029 to 0.0002<br />
**** This means it increases the time it takes to lock onto a target by 0.2s by 1000 units<br />
* Grenade Launchers<br />
** Biological Grenade Launcher<br />
*** Decreased Cost from 60 to 50<br />
*** Increased Weight from 40 to 50<br />
*** Increased Damage from 30 to 40<br />
*** Decreased Cycle Time from 2.5 to 2<br />
*** Decreased Heat from 14 to 13<br />
*** Increased Total Ammo Clips from 4 to 5<br />
*** Decreased Grenade Timer from 6 to 3<br />
*** Increased Player Bio Damage from 10/s for 3s to 10/s for 4s<br />
*** Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s<br />
==== Vehicle Engines ====<br />
* Bio Diesel<br />
** All Chassis<br />
*** Decreased Heat At Max from 1 to 0<br />
==== Research ====<br />
* High Caliber Rounds (.50cal)<br />
** Moved from Projectile Physics to Electrical Engineering<br />
** Increased Cost from 180 to 240<br />
** Increased time from 45 to 60<br />
* Advanced Machining<br />
** Increased Cost from 360 to 600<br />
** Increased Time from 90 to 120<br />
* Composite Armored<br />
** Increased Cost from 480 to 600<br />
* Gas Turbine<br />
** Increased Cost from 360 to 450<br />
==== Chassis ====<br />
* Armored Fighting Vehicle<br />
** Increased Available Weight from 320 to 330<br />
<br />
== 2.31.1 ==<br />
<small>'''Release: (2021/03/20)'''</small><br />
=== Features ===<br />
* Player names and revive icons now follow ragdolls correctly rather than staying at the death location.<br />
* Changed the revive icon to something simpler that is able to be re-colored in code and faded as to not block too much space on screen.<br />
** Revive icon is now red for team mates and yellow for squad mates.<br />
** Revive icon now fades out when close to the crosshair and if the player is too far away. (3000 units)<br />
* Tweaked player name fade distance and position on screen in an effort to make them less likely to block your view.<br />
* Player health colors are now drawn Red->Orange->Yellow->Green, rather than a linear transition of Red->Green.<br />
* Tweaked position of ammo/health request icons along with the squad member icon.<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing spotting/targeting to be unreliable, this was due to incorrect parameters on the collision traces.<br />
* Fixed bad parameters on prone collision checks causing team mates to be able to block a prone attempt.<br />
* Bullets no longer collide with projectiles, this should fix issues where tanks would shoot their own shells/missiles. (Although this affects all bullets)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Handling ====<br />
* Armored Fighting Vehicle<br />
** Reduced Max Steering at Slow Speed from 50 to 45<br />
* Armored Personnel Carrier (NF)<br />
** Reduced Max Steering at Slow Speed from 40 to 35<br />
* Medium Tank (BE)<br />
** Increased Max Steering at Fast Speed from 10 to 12<br />
<br />
==== Research ====<br />
* Plasma Cannon Projectile<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Plasma Tipped Rounds<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Upgraded Missile Warhead<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Salvo Missile Launcher (NEW)<br />
** Cost = 180<br />
** Time = 45<br />
* Guided Missiles<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Chemical Dispersion (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Warhead<br />
** Contains Biological Grenades (NEW)<br />
*** Cost = 120<br />
*** Time = 30<br />
* Projectile Coating (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Projectile<br />
*** Reduced Cost from 360 to 240<br />
*** Reduced Time from 90 to 60<br />
** Contains Biological Cannon<br />
* Upgraded Chassis<br />
** Increased Cost from 480 to 600<br />
* Medium Tank Chassis<br />
** Increased Cost from 360 to 450<br />
* Artillery Tank Chassis<br />
** Increased Cost from 480 to 600<br />
* Advanced Chassis<br />
** Reduced Time from 150 to 120<br />
* Heavy Tank Chassis<br />
** Reduced Time from 180 to 120<br />
** Reduced Cost from 720 to 600.<br />
<br />
==== Armors ====<br />
* Increased Composite Cost from 20 to 30.<br />
<br />
==== Weapons ====<br />
* Biological Warhead<br />
** Reduced Player Bio Damage from 5 to 4<br />
** Reduced Player Bio Time from 10 to 8<br />
** Reduced Player Bio Interval from 1 to 0.5<br />
** Increased Vehicle Bio Damage from 7 to 8<br />
** Reduced Vehicle Bio Time from 10 to 8<br />
* Biological Grenade Launcher (NEW)<br />
* Removed Weapons<br />
** Machine Guns<br />
*** Plasma Machine Gun (2 slot)<br />
** Cannons<br />
*** Plasma Cannon (3 slot)<br />
*** Heavy-duty Ranged Cannon (3 slot)<br />
*** Thermobaric Cannon (3 slot)<br />
*** Biological Cannon (2 slot)<br />
** Missiles<br />
*** Heavy-duty Missile Launcher (3 slot)<br />
*** Virulent Missile Launcher (3 slot)<br />
*** Advanced Salvo Missile Launcher (3 slot)<br />
*** TOW Guided Missile Launcher (3 slot)<br />
*** Homing Missile Launcher (2 slot)<br />
*** Salvo Homing Missile Launcher (3 slot)<br />
<br />
==== Infantry Weapons ====<br />
Rather than listing the individual changes (Which would be a long list), please follow the link below for all of the changes.<br />
<br />
https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.31.x&diff=10221Version/2.31.x2021-04-20T17:39:44Z<p>Xyaminou: </p>
<hr />
<div>== 2.31.3 ==<br />
<small>'''Release: (TBA)'''</small><br />
<br />
=== General changes ===<br />
* Added a 1 second delay after placement before walls can be recycled.<br />
* Refactored Steam Rich Presence code to hopefully optimize things.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug causing Zulu squad to not generate squad points.<br />
* Fixed rifleman vehicle damage skill not being applied to cannons.<br />
* Fixed an issue with footstep raycasts only hitting world surfaces.<br />
** For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.<br />
<br />
=== Sound changes ===<br />
* Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it's radius.<br />
** This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.<br />
** This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.<br />
==== Sound-mixer changes ====<br />
* Reduced the volume for the following categories:<br />
** Ambient (This mostly affects soundscapes.)<br />
** UI<br />
** Music<br />
<br />
=== Script/Game Balance ===<br />
==== Explosion changes ====<br />
* Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.<br />
** What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu<br />
* Explosions damage falloff is now also applied when damaging buildings.<br />
** Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.<br />
* Explosions now have a "falloff offset", anything inside this zone will not have falloff applied.<br />
** You can think of this as an inner radius for which the explosion will always deal it's full damage. (Resistances still apply, after the falloff calculation)<br />
* Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named "Explosion Falloff Offset" for both veh/inf scripts, default offset is 10% but script variable is 0-1)<br />
* Fixed a couple of general bugs to do with blocked explosion damage.<br />
* Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)<br />
* New CVAR has been added - "emp_sv_debug_visualize_explosions", this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)<br />
<br />
==== Changes to RPG/Mortar ====<br />
* Tidied up the code for both weapons, condensed some statements and shortened code where possible.<br />
* Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)<br />
===== RPG =====<br />
* Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)<br />
* Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.<br />
===== Mortar =====<br />
* Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.<br />
* Removed the right click function. This opened the "artillery map", but this feature was unfinished and has remained in a broken state for a number of years.<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* Automatic reload delay is 0.5s after firing.<br />
<br />
==== Infantry Weapons ====<br />
* RPG<br />
** Increased Explosion Radius from 75 to 150<br />
<br />
==== Vehicle Armor ====<br />
* Commander<br />
** Increased Health from 250 to 275<br />
** Increased Squad Artillery Resist from 0.5 to 0.625<br />
*** Reduces damage from squad artillery by 25%<br />
* Reactive<br />
** Increased Health from 120 to 130<br />
* Composite<br />
** Reduced Regeneration from 2 HP/s to 1.5 HP/s<br />
** Increased Biological Resist from 0 to 0.2<br />
* Regenerative<br />
** Reduced Regeneration from 5 HP/s to 4 HP/s<br />
<br />
==== Vehicle Weapons ====<br />
===== Missile Launchers =====<br />
* Homing Missile Launchers<br />
** Increased Missile Range from 6000 to 8000<br />
** Decreased Heat from 10 to 9<br />
** Increased Clip Size from 7 to 8<br />
* Standard Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Upgraded Missile Launcher<br />
** Increased Explosion Radius from 150 to 250<br />
* Guided Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Homing Missile Launcher<br />
** Increased Explosion Radius from 100 to 200<br />
* Biological Missile Launcher<br />
** Increased Projectile Spread from 0.5 to 1<br />
* Nuclear Missile Launcher<br />
** Reduced Projectie Spread from 1.25 to 1<br />
===== Machine Guns =====<br />
* Depleted Uranium Machine Gun<br />
** Reduced Cost from 70 to 60<br />
** Reduced Cycle Time from 0.121 to 0.1<br />
** Reduced Damage from 5 to 4<br />
*** Combined with the Cycle Time reduction it reduces DPS from 43 to 38<br />
** Reduced FalloffStart from 5000 to 4000<br />
** Reduced FalloffEnd from 10000 to 8000<br />
** Reduced Minimal Damage from 4 to 3<br />
* Depleted Uranium Heavy Machine Gun<br />
** *REMOVED*<br />
* Biological Machine Gun<br />
** Reduced Cost from 75 to 60<br />
** Reduced Heat from 2 to 1.5<br />
** Reduced Cycle Time from 0.43 to 0.38<br />
* Plasma Heavy Machine Gun<br />
** Increased Cost from 100 to 110<br />
* High-Explosive Heavy Machine Gun<br />
** Reduced Cost from 125 to 100<br />
===== Cannons =====<br />
* Standard Cannon<br />
** Increased Explosion Radius from 275 to 300<br />
* Ranged Cannon<br />
** Increased Explosion Radius from 150 to 250<br />
* Railgun<br />
** Increased Explosion Radius from 100 to 200<br />
<br />
==== Buildings ====<br />
* Buildings<br />
** Reduced Recycle Time from 20 to 10<br />
** Decreased Kinetic Shell Resistance from 0.833 to 0.8<br />
** Decreased Explosive Shell Resistance from 0.89 to 0.833<br />
** Decreased Plasma Shell Resistance from 0.88 to 0.85<br />
** Decreased Explosive Missile Resistance from 0.833 to 0.75<br />
** Decreased Artillery Resistance from 0.85 to 0.775<br />
* Turrets<br />
** Decreased Kinetic Shell Resistance from 0.75 to 0.6<br />
** Decreased Explosive Shell Resistance from 0.7 to 0.666<br />
** Decreased Biological Shell Resistance from 0.75 to 0.7<br />
** Decreased Plasma Shell Resistance from 0.76 to 0.7<br />
** Decreased Explosive Missile Resistance from 0.65 to 0.5<br />
** Decreased Artillery Resistance from 0.7 to 0.55<br />
* Turrets<br />
** Decreased Kinetic Shell Resistance from 0.925 to 0.91<br />
** Decreased Explosive Shell Resistance from 0.94 to 0.933<br />
** Decreased Explosive Missile Resistance from 0.94 to 0.92<br />
** Decreased Artillery Resistance from 0.94 to 0.9<br />
<br />
== 2.31.2 ==<br />
<small>'''Release: (2021/03/27)'''</small><br />
<br />
=== Features ===<br />
* Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).<br />
** Also increased their scale very slightly as of last patch.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))<br />
* Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn't increase bullet spread.<br />
* Fixed vehicle preset ordering to fix issues with commander interface dropdowns.<br />
* Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script's attenuation definition.<br />
** Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Armors ====<br />
* Composite<br />
** Increased Cost from 30 to 40.<br />
==== Vehicle Weapons ====<br />
===== Machine Guns =====<br />
** Standard Machine Gun<br />
*** Decreased Heat from 1 to 0.8<br />
*** Increased Reload Time from 3.5 to 4<br />
** .50cal Machine Gun<br />
*** Decreased Heat from 0.8 to 0.6<br />
*** Decreased Weight from 50 to 45<br />
*** Increased Clip Size from 70 to 80<br />
*** Increased Total Ammo Clip from 4 to 5<br />
*** Increased Reload Time from 6.8 to 7<br />
*** Decreased Projectile Spread from 0.013 to 0.01<br />
** .50cal Heavy Machine Gun<br />
*** Decreased Cost from 95 to 90<br />
*** Decreased Damage from 23 to 20<br />
*** Decreased Cycle Time from 0.06 to 0.045<br />
*** Increased Clip Size from 110 to 120<br />
*** Increased Total Ammo Clips from 4 to 6<br />
*** Increased Reload Time from 7.5 to 9<br />
*** Decreased Projectile Spread from 0.013 to 0.008<br />
** Chain Gun<br />
*** Decreased Damage from 14 to 13<br />
*** Increased Heat from 0.35 to 0.7<br />
*** Decreased Weight from 50 to 40<br />
*** Increased Cycle Time from 0.04 to 0.06<br />
*** Decreased Clip Size from 125 to 100<br />
*** Increased Total Ammo Clips from 3 to 4<br />
** Medium Chain Gun<br />
*** Decreased Cost from 70 to 60<br />
*** Increased Heat from 0.45 to 0.7<br />
*** Decreased Weight from 65 to 50<br />
*** Increased Cycle Time from 0.035 to 0.045<br />
*** Decreased Clip Size from 175 to 150<br />
*** Increased Total Ammo Clips from 3 to 5<br />
*** Decreased Projectile Spread from 0.03 to 0.0275<br />
===== Cannons =====<br />
** Standard Cannon<br />
*** Reduced Heat from 10 to 9<br />
** Ranged Cannon<br />
*** Decreased Cost from 85 to 80<br />
** High-Explosive Cannon<br />
*** Decreased Cost from 80 to 70<br />
*** Decreased Gravity from 0.4125 to 0.4<br />
*** Increased Weight from 60 to 70<br />
** Plasma Cannon<br />
*** Decreased Cost from 130 to 110<br />
*** Decreased Gravity from 0.4 to 0.35<br />
** Railgun<br />
*** Decreased Cost from 160 to 120<br />
** Biological Cannon<br />
*** Decreased Cost from 130 to 100<br />
*** Decreased Gravity from 0.37 to 0.35<br />
*** Decreased Projectile Spread from 1 to 0.5<br />
*** Decreased Explosion Radius from 200 to 150<br />
*** Increased Vehicle Bio Time from 4.25 to 5<br />
*** Increased Vehicle Bio Interval from 0.4 to 0.5<br />
*** Increased Infantry Bio Damage from 3 to 4<br />
*** Decreased Infantry Bio Time from 7 to 5<br />
*** Decreased Infantry Bio Interval from 1 to 0.5<br />
<br />
===== Missiles Launchers =====<br />
** Standard Missile Launcher<br />
*** Increased Weight from 30 to 40<br />
*** Decreased Cycle Time from 1.2 to 1.1<br />
** Upgraded Missile Launcher<br />
*** Decreased Heat from 8 to 6.5<br />
*** Increased Explosion Radius from 100 to 150<br />
** Biological Missile Launcher<br />
*** Increased Heat from 6 to 12<br />
** Nuclear Missile Launcher<br />
*** Increased Cost from 140 to 200<br />
** Guided Missile Launcher<br />
*** Increased Heat from 7.5 to 9<br />
** Homing Missile Launcher<br />
*** Decreased Cost from 140 to 100<br />
*** Increased Damage from 55 to 60<br />
*** Decreased Lock Range Modifier from 0.00029 to 0.0002<br />
**** This means it increases the time it takes to lock onto a target by 0.2s by 1000 units<br />
* Grenade Launchers<br />
** Biological Grenade Launcher<br />
*** Decreased Cost from 60 to 50<br />
*** Increased Weight from 40 to 50<br />
*** Increased Damage from 30 to 40<br />
*** Decreased Cycle Time from 2.5 to 2<br />
*** Decreased Heat from 14 to 13<br />
*** Increased Total Ammo Clips from 4 to 5<br />
*** Decreased Grenade Timer from 6 to 3<br />
*** Increased Player Bio Damage from 10/s for 3s to 10/s for 4s<br />
*** Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s<br />
==== Vehicle Engines ====<br />
* Bio Diesel<br />
** All Chassis<br />
*** Decreased Heat At Max from 1 to 0<br />
==== Research ====<br />
* High Caliber Rounds (.50cal)<br />
** Moved from Projectile Physics to Electrical Engineering<br />
** Increased Cost from 180 to 240<br />
** Increased time from 45 to 60<br />
* Advanced Machining<br />
** Increased Cost from 360 to 600<br />
** Increased Time from 90 to 120<br />
* Composite Armored<br />
** Increased Cost from 480 to 600<br />
* Gas Turbine<br />
** Increased Cost from 360 to 450<br />
==== Chassis ====<br />
* Armored Fighting Vehicle<br />
** Increased Available Weight from 320 to 330<br />
<br />
== 2.31.1 ==<br />
<small>'''Release: (2021/03/20)'''</small><br />
=== Features ===<br />
* Player names and revive icons now follow ragdolls correctly rather than staying at the death location.<br />
* Changed the revive icon to something simpler that is able to be re-colored in code and faded as to not block too much space on screen.<br />
** Revive icon is now red for team mates and yellow for squad mates.<br />
** Revive icon now fades out when close to the crosshair and if the player is too far away. (3000 units)<br />
* Tweaked player name fade distance and position on screen in an effort to make them less likely to block your view.<br />
* Player health colors are now drawn Red->Orange->Yellow->Green, rather than a linear transition of Red->Green.<br />
* Tweaked position of ammo/health request icons along with the squad member icon.<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing spotting/targeting to be unreliable, this was due to incorrect parameters on the collision traces.<br />
* Fixed bad parameters on prone collision checks causing team mates to be able to block a prone attempt.<br />
* Bullets no longer collide with projectiles, this should fix issues where tanks would shoot their own shells/missiles. (Although this affects all bullets)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Handling ====<br />
* Armored Fighting Vehicle<br />
** Reduced Max Steering at Slow Speed from 50 to 45<br />
* Armored Personnel Carrier (NF)<br />
** Reduced Max Steering at Slow Speed from 40 to 35<br />
* Medium Tank (BE)<br />
** Increased Max Steering at Fast Speed from 10 to 12<br />
<br />
==== Research ====<br />
* Plasma Cannon Projectile<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Plasma Tipped Rounds<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Upgraded Missile Warhead<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Salvo Missile Launcher (NEW)<br />
** Cost = 180<br />
** Time = 45<br />
* Guided Missiles<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Chemical Dispersion (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Warhead<br />
** Contains Biological Grenades (NEW)<br />
*** Cost = 120<br />
*** Time = 30<br />
* Projectile Coating (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Projectile<br />
*** Reduced Cost from 360 to 240<br />
*** Reduced Time from 90 to 60<br />
** Contains Biological Cannon<br />
* Upgraded Chassis<br />
** Increased Cost from 480 to 600<br />
* Medium Tank Chassis<br />
** Increased Cost from 360 to 450<br />
* Artillery Tank Chassis<br />
** Increased Cost from 480 to 600<br />
* Advanced Chassis<br />
** Reduced Time from 150 to 120<br />
* Heavy Tank Chassis<br />
** Reduced Time from 180 to 120<br />
** Reduced Cost from 720 to 600.<br />
<br />
==== Armors ====<br />
* Increased Composite Cost from 20 to 30.<br />
<br />
==== Weapons ====<br />
* Biological Warhead<br />
** Reduced Player Bio Damage from 5 to 4<br />
** Reduced Player Bio Time from 10 to 8<br />
** Reduced Player Bio Interval from 1 to 0.5<br />
** Increased Vehicle Bio Damage from 7 to 8<br />
** Reduced Vehicle Bio Time from 10 to 8<br />
* Biological Grenade Launcher (NEW)<br />
* Removed Weapons<br />
** Machine Guns<br />
*** Plasma Machine Gun (2 slot)<br />
** Cannons<br />
*** Plasma Cannon (3 slot)<br />
*** Heavy-duty Ranged Cannon (3 slot)<br />
*** Thermobaric Cannon (3 slot)<br />
*** Biological Cannon (2 slot)<br />
** Missiles<br />
*** Heavy-duty Missile Launcher (3 slot)<br />
*** Virulent Missile Launcher (3 slot)<br />
*** Advanced Salvo Missile Launcher (3 slot)<br />
*** TOW Guided Missile Launcher (3 slot)<br />
*** Homing Missile Launcher (2 slot)<br />
*** Salvo Homing Missile Launcher (3 slot)<br />
<br />
==== Infantry Weapons ====<br />
Rather than listing the individual changes (Which would be a long list), please follow the link below for all of the changes.<br />
<br />
https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.31.x&diff=10220Version/2.31.x2021-04-20T17:37:25Z<p>Xyaminou: /* Buildings */</p>
<hr />
<div>== 2.31.3 ==<br />
<small>'''Release: (TBA)'''</small><br />
<br />
=== General changes ===<br />
* Added a 1 second delay after placement before walls can be recycled.<br />
* Refactored Steam Rich Presence code to hopefully optimize things.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug causing Zulu squad to not generate squad points.<br />
* Fixed rifleman vehicle damage skill not being applied to cannons.<br />
* Fixed an issue with footstep raycasts only hitting world surfaces.<br />
** For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.<br />
<br />
=== Sound changes ===<br />
* Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it's radius.<br />
** This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.<br />
** This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.<br />
==== Sound-mixer changes ====<br />
* Reduced the volume for the following categories:<br />
** Ambient (This mostly affects soundscapes.)<br />
** UI<br />
** Music<br />
<br />
=== Script/Game Balance ===<br />
==== Explosion changes ====<br />
* Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.<br />
** What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu<br />
* Explosions damage falloff is now also applied when damaging buildings.<br />
** Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.<br />
* Explosions now have a "falloff offset", anything inside this zone will not have falloff applied.<br />
** You can think of this as an inner radius for which the explosion will always deal it's full damage. (Resistances still apply, after the falloff calculation)<br />
* Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named "Explosion Falloff Offset" for both veh/inf scripts, default offset is 10% but script variable is 0-1)<br />
* Fixed a couple of general bugs to do with blocked explosion damage.<br />
* Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)<br />
* New CVAR has been added - "emp_sv_debug_visualize_explosions", this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)<br />
<br />
==== Changes to RPG/Mortar ====<br />
* Tidied up the code for both weapons, condensed some statements and shortened code where possible.<br />
* Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)<br />
===== RPG =====<br />
* Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)<br />
* Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.<br />
===== Mortar =====<br />
* Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.<br />
* Removed the right click function. This opened the "artillery map", but this feature was unfinished and has remained in a broken state for a number of years.<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* Automatic reload delay is 0.5s after firing.<br />
<br />
==== Vehicle Armor ====<br />
* Commander<br />
** Increased Health from 250 to 275<br />
** Increased Squad Artillery Resist from 0.5 to 0.625<br />
*** Reduces damage from squad artillery by 25%<br />
* Reactive<br />
** Increased Health from 120 to 130<br />
<br />
==== Vehicle Weapons ====<br />
===== Missile Launchers =====<br />
* Homing Missile Launchers<br />
** Increased Missile Range from 6000 to 8000<br />
** Decreased Heat from 10 to 9<br />
** Increased Clip Size from 7 to 8<br />
===== Machine Guns =====<br />
* Depleted Uranium Machine Gun<br />
** Reduced Cost from 70 to 60<br />
** Reduced Cycle Time from 0.121 to 0.1<br />
** Reduced Damage from 5 to 4<br />
*** Combined with the Cycle Time reduction it reduces DPS from 43 to 38<br />
** Reduced FalloffStart from 5000 to 4000<br />
** Reduced FalloffEnd from 10000 to 8000<br />
** Reduced Minimal Damage from 4 to 3<br />
* Depleted Uranium Heavy Machine Gun<br />
** *REMOVED*<br />
* Biological Machine Gun<br />
** Reduced Cost from 75 to 60<br />
** Reduced Heat from 2 to 1.5<br />
** Reduced Cycle Time from 0.43 to 0.38<br />
* Plasma Heavy Machine Gun<br />
** Increased Cost from 100 to 110<br />
* High-Explosive Heavy Machine Gun<br />
** Reduced Cost from 125 to 100<br />
<br />
==== Buildings ====<br />
* Buildings<br />
** Reduced Recycle Time from 20 to 10<br />
** Decreased Kinetic Shell Resistance from 0.833 to 0.8<br />
** Decreased Explosive Shell Resistance from 0.89 to 0.833<br />
** Decreased Plasma Shell Resistance from 0.88 to 0.85<br />
** Decreased Explosive Missile Resistance from 0.833 to 0.75<br />
** Decreased Artillery Resistance from 0.85 to 0.775<br />
* Turrets<br />
** Decreased Kinetic Shell Resistance from 0.75 to 0.6<br />
** Decreased Explosive Shell Resistance from 0.7 to 0.666<br />
** Decreased Biological Shell Resistance from 0.75 to 0.7<br />
** Decreased Plasma Shell Resistance from 0.76 to 0.7<br />
** Decreased Explosive Missile Resistance from 0.65 to 0.5<br />
** Decreased Artillery Resistance from 0.7 to 0.55<br />
* Turrets<br />
** Decreased Kinetic Shell Resistance from 0.925 to 0.91<br />
** Decreased Explosive Shell Resistance from 0.94 to 0.933<br />
** Decreased Explosive Missile Resistance from 0.94 to 0.92<br />
** Decreased Artillery Resistance from 0.94 to 0.9<br />
==== Vehicle Armors ====<br />
* Composite<br />
** Reduced Regeneration from 2 HP/s to 1.5 HP/s<br />
** Increased Biological Resist from 0 to 0.2<br />
* Regenerative<br />
** Reduced Regeneration from 5 HP/s to 4 HP/s<br />
<br />
== 2.31.2 ==<br />
<small>'''Release: (2021/03/27)'''</small><br />
<br />
=== Features ===<br />
* Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).<br />
** Also increased their scale very slightly as of last patch.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))<br />
* Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn't increase bullet spread.<br />
* Fixed vehicle preset ordering to fix issues with commander interface dropdowns.<br />
* Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script's attenuation definition.<br />
** Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Armors ====<br />
* Composite<br />
** Increased Cost from 30 to 40.<br />
==== Vehicle Weapons ====<br />
===== Machine Guns =====<br />
** Standard Machine Gun<br />
*** Decreased Heat from 1 to 0.8<br />
*** Increased Reload Time from 3.5 to 4<br />
** .50cal Machine Gun<br />
*** Decreased Heat from 0.8 to 0.6<br />
*** Decreased Weight from 50 to 45<br />
*** Increased Clip Size from 70 to 80<br />
*** Increased Total Ammo Clip from 4 to 5<br />
*** Increased Reload Time from 6.8 to 7<br />
*** Decreased Projectile Spread from 0.013 to 0.01<br />
** .50cal Heavy Machine Gun<br />
*** Decreased Cost from 95 to 90<br />
*** Decreased Damage from 23 to 20<br />
*** Decreased Cycle Time from 0.06 to 0.045<br />
*** Increased Clip Size from 110 to 120<br />
*** Increased Total Ammo Clips from 4 to 6<br />
*** Increased Reload Time from 7.5 to 9<br />
*** Decreased Projectile Spread from 0.013 to 0.008<br />
** Chain Gun<br />
*** Decreased Damage from 14 to 13<br />
*** Increased Heat from 0.35 to 0.7<br />
*** Decreased Weight from 50 to 40<br />
*** Increased Cycle Time from 0.04 to 0.06<br />
*** Decreased Clip Size from 125 to 100<br />
*** Increased Total Ammo Clips from 3 to 4<br />
** Medium Chain Gun<br />
*** Decreased Cost from 70 to 60<br />
*** Increased Heat from 0.45 to 0.7<br />
*** Decreased Weight from 65 to 50<br />
*** Increased Cycle Time from 0.035 to 0.045<br />
*** Decreased Clip Size from 175 to 150<br />
*** Increased Total Ammo Clips from 3 to 5<br />
*** Decreased Projectile Spread from 0.03 to 0.0275<br />
===== Cannons =====<br />
** Standard Cannon<br />
*** Reduced Heat from 10 to 9<br />
** Ranged Cannon<br />
*** Decreased Cost from 85 to 80<br />
** High-Explosive Cannon<br />
*** Decreased Cost from 80 to 70<br />
*** Decreased Gravity from 0.4125 to 0.4<br />
*** Increased Weight from 60 to 70<br />
** Plasma Cannon<br />
*** Decreased Cost from 130 to 110<br />
*** Decreased Gravity from 0.4 to 0.35<br />
** Railgun<br />
*** Decreased Cost from 160 to 120<br />
** Biological Cannon<br />
*** Decreased Cost from 130 to 100<br />
*** Decreased Gravity from 0.37 to 0.35<br />
*** Decreased Projectile Spread from 1 to 0.5<br />
*** Decreased Explosion Radius from 200 to 150<br />
*** Increased Vehicle Bio Time from 4.25 to 5<br />
*** Increased Vehicle Bio Interval from 0.4 to 0.5<br />
*** Increased Infantry Bio Damage from 3 to 4<br />
*** Decreased Infantry Bio Time from 7 to 5<br />
*** Decreased Infantry Bio Interval from 1 to 0.5<br />
<br />
===== Missiles Launchers =====<br />
** Standard Missile Launcher<br />
*** Increased Weight from 30 to 40<br />
*** Decreased Cycle Time from 1.2 to 1.1<br />
** Upgraded Missile Launcher<br />
*** Decreased Heat from 8 to 6.5<br />
*** Increased Explosion Radius from 100 to 150<br />
** Biological Missile Launcher<br />
*** Increased Heat from 6 to 12<br />
** Nuclear Missile Launcher<br />
*** Increased Cost from 140 to 200<br />
** Guided Missile Launcher<br />
*** Increased Heat from 7.5 to 9<br />
** Homing Missile Launcher<br />
*** Decreased Cost from 140 to 100<br />
*** Increased Damage from 55 to 60<br />
*** Decreased Lock Range Modifier from 0.00029 to 0.0002<br />
**** This means it increases the time it takes to lock onto a target by 0.2s by 1000 units<br />
* Grenade Launchers<br />
** Biological Grenade Launcher<br />
*** Decreased Cost from 60 to 50<br />
*** Increased Weight from 40 to 50<br />
*** Increased Damage from 30 to 40<br />
*** Decreased Cycle Time from 2.5 to 2<br />
*** Decreased Heat from 14 to 13<br />
*** Increased Total Ammo Clips from 4 to 5<br />
*** Decreased Grenade Timer from 6 to 3<br />
*** Increased Player Bio Damage from 10/s for 3s to 10/s for 4s<br />
*** Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s<br />
==== Vehicle Engines ====<br />
* Bio Diesel<br />
** All Chassis<br />
*** Decreased Heat At Max from 1 to 0<br />
==== Research ====<br />
* High Caliber Rounds (.50cal)<br />
** Moved from Projectile Physics to Electrical Engineering<br />
** Increased Cost from 180 to 240<br />
** Increased time from 45 to 60<br />
* Advanced Machining<br />
** Increased Cost from 360 to 600<br />
** Increased Time from 90 to 120<br />
* Composite Armored<br />
** Increased Cost from 480 to 600<br />
* Gas Turbine<br />
** Increased Cost from 360 to 450<br />
==== Chassis ====<br />
* Armored Fighting Vehicle<br />
** Increased Available Weight from 320 to 330<br />
<br />
== 2.31.1 ==<br />
<small>'''Release: (2021/03/20)'''</small><br />
=== Features ===<br />
* Player names and revive icons now follow ragdolls correctly rather than staying at the death location.<br />
* Changed the revive icon to something simpler that is able to be re-colored in code and faded as to not block too much space on screen.<br />
** Revive icon is now red for team mates and yellow for squad mates.<br />
** Revive icon now fades out when close to the crosshair and if the player is too far away. (3000 units)<br />
* Tweaked player name fade distance and position on screen in an effort to make them less likely to block your view.<br />
* Player health colors are now drawn Red->Orange->Yellow->Green, rather than a linear transition of Red->Green.<br />
* Tweaked position of ammo/health request icons along with the squad member icon.<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing spotting/targeting to be unreliable, this was due to incorrect parameters on the collision traces.<br />
* Fixed bad parameters on prone collision checks causing team mates to be able to block a prone attempt.<br />
* Bullets no longer collide with projectiles, this should fix issues where tanks would shoot their own shells/missiles. (Although this affects all bullets)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Handling ====<br />
* Armored Fighting Vehicle<br />
** Reduced Max Steering at Slow Speed from 50 to 45<br />
* Armored Personnel Carrier (NF)<br />
** Reduced Max Steering at Slow Speed from 40 to 35<br />
* Medium Tank (BE)<br />
** Increased Max Steering at Fast Speed from 10 to 12<br />
<br />
==== Research ====<br />
* Plasma Cannon Projectile<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Plasma Tipped Rounds<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Upgraded Missile Warhead<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Salvo Missile Launcher (NEW)<br />
** Cost = 180<br />
** Time = 45<br />
* Guided Missiles<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Chemical Dispersion (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Warhead<br />
** Contains Biological Grenades (NEW)<br />
*** Cost = 120<br />
*** Time = 30<br />
* Projectile Coating (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Projectile<br />
*** Reduced Cost from 360 to 240<br />
*** Reduced Time from 90 to 60<br />
** Contains Biological Cannon<br />
* Upgraded Chassis<br />
** Increased Cost from 480 to 600<br />
* Medium Tank Chassis<br />
** Increased Cost from 360 to 450<br />
* Artillery Tank Chassis<br />
** Increased Cost from 480 to 600<br />
* Advanced Chassis<br />
** Reduced Time from 150 to 120<br />
* Heavy Tank Chassis<br />
** Reduced Time from 180 to 120<br />
** Reduced Cost from 720 to 600.<br />
<br />
==== Armors ====<br />
* Increased Composite Cost from 20 to 30.<br />
<br />
==== Weapons ====<br />
* Biological Warhead<br />
** Reduced Player Bio Damage from 5 to 4<br />
** Reduced Player Bio Time from 10 to 8<br />
** Reduced Player Bio Interval from 1 to 0.5<br />
** Increased Vehicle Bio Damage from 7 to 8<br />
** Reduced Vehicle Bio Time from 10 to 8<br />
* Biological Grenade Launcher (NEW)<br />
* Removed Weapons<br />
** Machine Guns<br />
*** Plasma Machine Gun (2 slot)<br />
** Cannons<br />
*** Plasma Cannon (3 slot)<br />
*** Heavy-duty Ranged Cannon (3 slot)<br />
*** Thermobaric Cannon (3 slot)<br />
*** Biological Cannon (2 slot)<br />
** Missiles<br />
*** Heavy-duty Missile Launcher (3 slot)<br />
*** Virulent Missile Launcher (3 slot)<br />
*** Advanced Salvo Missile Launcher (3 slot)<br />
*** TOW Guided Missile Launcher (3 slot)<br />
*** Homing Missile Launcher (2 slot)<br />
*** Salvo Homing Missile Launcher (3 slot)<br />
<br />
==== Infantry Weapons ====<br />
Rather than listing the individual changes (Which would be a long list), please follow the link below for all of the changes.<br />
<br />
https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Version/2.31.x&diff=10219Version/2.31.x2021-04-20T17:36:25Z<p>Xyaminou: /* Machine Guns */</p>
<hr />
<div>== 2.31.3 ==<br />
<small>'''Release: (TBA)'''</small><br />
<br />
=== General changes ===<br />
* Added a 1 second delay after placement before walls can be recycled.<br />
* Refactored Steam Rich Presence code to hopefully optimize things.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug causing Zulu squad to not generate squad points.<br />
* Fixed rifleman vehicle damage skill not being applied to cannons.<br />
* Fixed an issue with footstep raycasts only hitting world surfaces.<br />
** For example if a player was inside a building, the raycast would ignore the building entirely and only play sounds that were corresponding to the ground below. If the player was on top of the building, no sound would play because the raycast missed everything.<br />
<br />
=== Sound changes ===<br />
* Made some changes to make higher attenuation sounds fade out a little nicer, rather than starting at near-full volume when you enter it's radius.<br />
** This does mean that some sounds are audible from longer distances, but they should fade out the same way as smaller attenuation sounds do.<br />
** This change means a lot of the higher attenuation sounds have been reduced so that the audible distances are sensible.<br />
==== Sound-mixer changes ====<br />
* Reduced the volume for the following categories:<br />
** Ambient (This mostly affects soundscapes.)<br />
** UI<br />
** Music<br />
<br />
=== Script/Game Balance ===<br />
==== Explosion changes ====<br />
* Seismic grenades now have 25% damage bleed through effect like Nuclear missiles/Arty shells.<br />
** What this means is that if the explosion was blocked something that would normally block all the damage, it will now bleed throu<br />
* Explosions damage falloff is now also applied when damaging buildings.<br />
** Previously there were some technical issues that made the default explosion falloff not work very well when damaging buildings because of their size.<br />
* Explosions now have a "falloff offset", anything inside this zone will not have falloff applied.<br />
** You can think of this as an inner radius for which the explosion will always deal it's full damage. (Resistances still apply, after the falloff calculation)<br />
* Vehicle/infantry weapons can script different offsets to allow custimization of the damage (Script variable is named "Explosion Falloff Offset" for both veh/inf scripts, default offset is 10% but script variable is 0-1)<br />
* Fixed a couple of general bugs to do with blocked explosion damage.<br />
* Seismics now have a damage bleed through of 25%. (Basically if blocked by something else, damage will still apply at the reduced value)<br />
* New CVAR has been added - "emp_sv_debug_visualize_explosions", this will allow you to visualize some of the explosion parameters (Radius, offset radius, explosion parameters etc)<br />
<br />
==== Changes to RPG/Mortar ====<br />
* Tidied up the code for both weapons, condensed some statements and shortened code where possible.<br />
* Removed unused functions from mortar/rpg. (Some of these were remnants from HL2 like RPG laser effect)<br />
===== RPG =====<br />
* Fixed a bug with the holster function not cancelling the missile guidance mode. (Allowing players to continue guiding with a different weapon out)<br />
* Removed a traceline raycast that was being fired every time the RPG was fired but the result was never being used. (Very small optimization)<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* There is a 0.5s reload delay after firing. This delay is only applied right after firing and will not affect when you can reload after guiding a missile.<br />
===== Mortar =====<br />
* Mortar can no longer fire backwards, the firing angle offset (16.4°) eases out once the player aims up too far.<br />
* Removed the right click function. This opened the "artillery map", but this feature was unfinished and has remained in a broken state for a number of years.<br />
* Reload now uses prediction/networking and the timings should be more reliable in general.<br />
* Automatic reload delay is 0.5s after firing.<br />
<br />
==== Vehicle Armor ====<br />
* Commander<br />
** Increased Health from 250 to 275<br />
** Increased Squad Artillery Resist from 0.5 to 0.625<br />
*** Reduces damage from squad artillery by 25%<br />
* Reactive<br />
** Increased Health from 120 to 130<br />
<br />
==== Vehicle Weapons ====<br />
===== Missile Launchers =====<br />
* Homing Missile Launchers<br />
** Increased Missile Range from 6000 to 8000<br />
** Decreased Heat from 10 to 9<br />
** Increased Clip Size from 7 to 8<br />
===== Machine Guns =====<br />
* Depleted Uranium Machine Gun<br />
** Reduced Cost from 70 to 60<br />
** Reduced Cycle Time from 0.121 to 0.1<br />
** Reduced Damage from 5 to 4<br />
*** Combined with the Cycle Time reduction it reduces DPS from 43 to 38<br />
** Reduced FalloffStart from 5000 to 4000<br />
** Reduced FalloffEnd from 10000 to 8000<br />
** Reduced Minimal Damage from 4 to 3<br />
* Depleted Uranium Heavy Machine Gun<br />
** *REMOVED*<br />
* Biological Machine Gun<br />
** Reduced Cost from 75 to 60<br />
** Reduced Heat from 2 to 1.5<br />
** Reduced Cycle Time from 0.43 to 0.38<br />
* Plasma Heavy Machine Gun<br />
** Increased Cost from 100 to 110<br />
* High-Explosive Heavy Machine Gun<br />
** Reduced Cost from 125 to 100<br />
<br />
==== Buildings ====<br />
* Buildings<br />
** Reduced Recycle Time from 20 to 10<br />
** Reduced Kinetic Shell Resist from 0.85 to 0.833<br />
*** Increased Damage from Standard Cannon from 7 to 8<br />
*** Increased Damage from Ranged Cannon from 9 to 10<br />
*** Increased Damage from Railgun from 18 to 20<br />
** Reduced Explosive Shell Resist from 0.9 to 0.89<br />
*** Increased Damage from High-Explosive Cannon from 7 to 8<br />
** Reduced Missile Resist from 0.85 to 0.833<br />
*** Increased Damage from Upgraded Missile Launcher from 9 to 10<br />
*** Increased Damage from Guided Missile Launcher from 9 to 11<br />
*** Increased Damage from Homing Missile Launcher from 9 to 10<br />
** Reduced Explosive Missile Resist from 0.85 to 0.833<br />
*** Increased Damage from Nuclear Missile Launcher from 45 to 50<br />
** Reduced Infantry Missile Resist from 0.95 to 0.935<br />
*** Increased Damage from RPG from 6 to 8<br />
** Reduced Infantry Sticky Resist from 0.85 to 0.77<br />
*** Increased Damage from Sticky Bomb from 26 to 40<br />
* Turrets<br />
** Reduced Infantry Mine Resist from 0.9 to 0.833<br />
*** Increased Damage from Mines from 15 to 25<br />
** Reduced Infantry Utility Resist from 0.5 to 0<br />
*** Increased Damage from Concussion Grenade from 20 to 40<br />
* Walls<br />
** Reduced Infantry Sticky Resist from 0.916 to 0.857<br />
*** Increased Damage from Sticky Bomb from 14 to 25<br />
<br />
<br />
== 2.31.2 ==<br />
<small>'''Release: (2021/03/27)'''</small><br />
<br />
=== Features ===<br />
* Increased player icon fade distances 4000 units for revive, 3000 for everything else (ammo/health/squad icons).<br />
** Also increased their scale very slightly as of last patch.<br />
<br />
=== Bug fixes ===<br />
* Fixed a bug that would cause certain buildings to stop functioning after triggering it to recycle, then cancelling the recycle. (Turrets/Radar(Vehicle scanning function only, research capability was unaffected))<br />
* Fixed a visual bug with melee which would cause the dynamic crosshair to expand even though it didn't increase bullet spread.<br />
* Fixed vehicle preset ordering to fix issues with commander interface dropdowns.<br />
* Fixed a bug with vehicle looping sounds (Engine sounds mostly) being hardcode limited to 2500 attenuation distance, regardless of the sound script's attenuation definition.<br />
** Along side this general vehicle sound attenuation has been increased, meaning you can hear them from futher away. (And louder for longer distances)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Armors ====<br />
* Composite<br />
** Increased Cost from 30 to 40.<br />
==== Vehicle Weapons ====<br />
===== Machine Guns =====<br />
** Standard Machine Gun<br />
*** Decreased Heat from 1 to 0.8<br />
*** Increased Reload Time from 3.5 to 4<br />
** .50cal Machine Gun<br />
*** Decreased Heat from 0.8 to 0.6<br />
*** Decreased Weight from 50 to 45<br />
*** Increased Clip Size from 70 to 80<br />
*** Increased Total Ammo Clip from 4 to 5<br />
*** Increased Reload Time from 6.8 to 7<br />
*** Decreased Projectile Spread from 0.013 to 0.01<br />
** .50cal Heavy Machine Gun<br />
*** Decreased Cost from 95 to 90<br />
*** Decreased Damage from 23 to 20<br />
*** Decreased Cycle Time from 0.06 to 0.045<br />
*** Increased Clip Size from 110 to 120<br />
*** Increased Total Ammo Clips from 4 to 6<br />
*** Increased Reload Time from 7.5 to 9<br />
*** Decreased Projectile Spread from 0.013 to 0.008<br />
** Chain Gun<br />
*** Decreased Damage from 14 to 13<br />
*** Increased Heat from 0.35 to 0.7<br />
*** Decreased Weight from 50 to 40<br />
*** Increased Cycle Time from 0.04 to 0.06<br />
*** Decreased Clip Size from 125 to 100<br />
*** Increased Total Ammo Clips from 3 to 4<br />
** Medium Chain Gun<br />
*** Decreased Cost from 70 to 60<br />
*** Increased Heat from 0.45 to 0.7<br />
*** Decreased Weight from 65 to 50<br />
*** Increased Cycle Time from 0.035 to 0.045<br />
*** Decreased Clip Size from 175 to 150<br />
*** Increased Total Ammo Clips from 3 to 5<br />
*** Decreased Projectile Spread from 0.03 to 0.0275<br />
===== Cannons =====<br />
** Standard Cannon<br />
*** Reduced Heat from 10 to 9<br />
** Ranged Cannon<br />
*** Decreased Cost from 85 to 80<br />
** High-Explosive Cannon<br />
*** Decreased Cost from 80 to 70<br />
*** Decreased Gravity from 0.4125 to 0.4<br />
*** Increased Weight from 60 to 70<br />
** Plasma Cannon<br />
*** Decreased Cost from 130 to 110<br />
*** Decreased Gravity from 0.4 to 0.35<br />
** Railgun<br />
*** Decreased Cost from 160 to 120<br />
** Biological Cannon<br />
*** Decreased Cost from 130 to 100<br />
*** Decreased Gravity from 0.37 to 0.35<br />
*** Decreased Projectile Spread from 1 to 0.5<br />
*** Decreased Explosion Radius from 200 to 150<br />
*** Increased Vehicle Bio Time from 4.25 to 5<br />
*** Increased Vehicle Bio Interval from 0.4 to 0.5<br />
*** Increased Infantry Bio Damage from 3 to 4<br />
*** Decreased Infantry Bio Time from 7 to 5<br />
*** Decreased Infantry Bio Interval from 1 to 0.5<br />
<br />
===== Missiles Launchers =====<br />
** Standard Missile Launcher<br />
*** Increased Weight from 30 to 40<br />
*** Decreased Cycle Time from 1.2 to 1.1<br />
** Upgraded Missile Launcher<br />
*** Decreased Heat from 8 to 6.5<br />
*** Increased Explosion Radius from 100 to 150<br />
** Biological Missile Launcher<br />
*** Increased Heat from 6 to 12<br />
** Nuclear Missile Launcher<br />
*** Increased Cost from 140 to 200<br />
** Guided Missile Launcher<br />
*** Increased Heat from 7.5 to 9<br />
** Homing Missile Launcher<br />
*** Decreased Cost from 140 to 100<br />
*** Increased Damage from 55 to 60<br />
*** Decreased Lock Range Modifier from 0.00029 to 0.0002<br />
**** This means it increases the time it takes to lock onto a target by 0.2s by 1000 units<br />
* Grenade Launchers<br />
** Biological Grenade Launcher<br />
*** Decreased Cost from 60 to 50<br />
*** Increased Weight from 40 to 50<br />
*** Increased Damage from 30 to 40<br />
*** Decreased Cycle Time from 2.5 to 2<br />
*** Decreased Heat from 14 to 13<br />
*** Increased Total Ammo Clips from 4 to 5<br />
*** Decreased Grenade Timer from 6 to 3<br />
*** Increased Player Bio Damage from 10/s for 3s to 10/s for 4s<br />
*** Increased Vehicle Bio Damage from 5/s for 5s to 10/s for 4s<br />
==== Vehicle Engines ====<br />
* Bio Diesel<br />
** All Chassis<br />
*** Decreased Heat At Max from 1 to 0<br />
==== Research ====<br />
* High Caliber Rounds (.50cal)<br />
** Moved from Projectile Physics to Electrical Engineering<br />
** Increased Cost from 180 to 240<br />
** Increased time from 45 to 60<br />
* Advanced Machining<br />
** Increased Cost from 360 to 600<br />
** Increased Time from 90 to 120<br />
* Composite Armored<br />
** Increased Cost from 480 to 600<br />
* Gas Turbine<br />
** Increased Cost from 360 to 450<br />
==== Chassis ====<br />
* Armored Fighting Vehicle<br />
** Increased Available Weight from 320 to 330<br />
<br />
== 2.31.1 ==<br />
<small>'''Release: (2021/03/20)'''</small><br />
=== Features ===<br />
* Player names and revive icons now follow ragdolls correctly rather than staying at the death location.<br />
* Changed the revive icon to something simpler that is able to be re-colored in code and faded as to not block too much space on screen.<br />
** Revive icon is now red for team mates and yellow for squad mates.<br />
** Revive icon now fades out when close to the crosshair and if the player is too far away. (3000 units)<br />
* Tweaked player name fade distance and position on screen in an effort to make them less likely to block your view.<br />
* Player health colors are now drawn Red->Orange->Yellow->Green, rather than a linear transition of Red->Green.<br />
* Tweaked position of ammo/health request icons along with the squad member icon.<br />
<br />
=== Bug fixes ===<br />
* Fixed an issue causing spotting/targeting to be unreliable, this was due to incorrect parameters on the collision traces.<br />
* Fixed bad parameters on prone collision checks causing team mates to be able to block a prone attempt.<br />
* Bullets no longer collide with projectiles, this should fix issues where tanks would shoot their own shells/missiles. (Although this affects all bullets)<br />
<br />
=== Script/Game Balance ===<br />
==== Vehicle Handling ====<br />
* Armored Fighting Vehicle<br />
** Reduced Max Steering at Slow Speed from 50 to 45<br />
* Armored Personnel Carrier (NF)<br />
** Reduced Max Steering at Slow Speed from 40 to 35<br />
* Medium Tank (BE)<br />
** Increased Max Steering at Fast Speed from 10 to 12<br />
<br />
==== Research ====<br />
* Plasma Cannon Projectile<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Plasma Tipped Rounds<br />
** Increased Cost from 240 to 360<br />
** Increased Time from 60 to 90<br />
* Upgraded Missile Warhead<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Salvo Missile Launcher (NEW)<br />
** Cost = 180<br />
** Time = 45<br />
* Guided Missiles<br />
** Reduced Cost from 360 to 240<br />
** Reduced Time from 90 to 60<br />
* Chemical Dispersion (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Warhead<br />
** Contains Biological Grenades (NEW)<br />
*** Cost = 120<br />
*** Time = 30<br />
* Projectile Coating (NEW)<br />
** Cost = 120<br />
** Time = 60<br />
** Contains Biological Projectile<br />
*** Reduced Cost from 360 to 240<br />
*** Reduced Time from 90 to 60<br />
** Contains Biological Cannon<br />
* Upgraded Chassis<br />
** Increased Cost from 480 to 600<br />
* Medium Tank Chassis<br />
** Increased Cost from 360 to 450<br />
* Artillery Tank Chassis<br />
** Increased Cost from 480 to 600<br />
* Advanced Chassis<br />
** Reduced Time from 150 to 120<br />
* Heavy Tank Chassis<br />
** Reduced Time from 180 to 120<br />
** Reduced Cost from 720 to 600.<br />
<br />
==== Armors ====<br />
* Increased Composite Cost from 20 to 30.<br />
<br />
==== Weapons ====<br />
* Biological Warhead<br />
** Reduced Player Bio Damage from 5 to 4<br />
** Reduced Player Bio Time from 10 to 8<br />
** Reduced Player Bio Interval from 1 to 0.5<br />
** Increased Vehicle Bio Damage from 7 to 8<br />
** Reduced Vehicle Bio Time from 10 to 8<br />
* Biological Grenade Launcher (NEW)<br />
* Removed Weapons<br />
** Machine Guns<br />
*** Plasma Machine Gun (2 slot)<br />
** Cannons<br />
*** Plasma Cannon (3 slot)<br />
*** Heavy-duty Ranged Cannon (3 slot)<br />
*** Thermobaric Cannon (3 slot)<br />
*** Biological Cannon (2 slot)<br />
** Missiles<br />
*** Heavy-duty Missile Launcher (3 slot)<br />
*** Virulent Missile Launcher (3 slot)<br />
*** Advanced Salvo Missile Launcher (3 slot)<br />
*** TOW Guided Missile Launcher (3 slot)<br />
*** Homing Missile Launcher (2 slot)<br />
*** Salvo Homing Missile Launcher (3 slot)<br />
<br />
==== Infantry Weapons ====<br />
Rather than listing the individual changes (Which would be a long list), please follow the link below for all of the changes.<br />
<br />
https://git.empiresmod.com/empires_public/empires_scripts/-/merge_requests/209/diffs</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Votetime&diff=10211Votetime2021-04-01T16:01:25Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Sourcemod Plugins|Sourcemod Plugins}}<br /><br />
<br />
'''Votetime''' is a [[Sourcemod]] plugin by [[Mikleo]], it adds commands to control the commander vote timer.<br />
<br />
=Admin Chat Commands=<br />
==votetime==<br />
==pausevote==<br />
==resumevote==<br />
==forceresumevote==<br />
==resettime==<br />
==endvote==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Ungrief&diff=10210Ungrief2021-04-01T16:01:01Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Sourcemod Plugins|Sourcemod Plugins}}<br /><br />
<br />
'''Ungrief''' is a [[Sourcemod]] plugin by [[Theowningone]] and updated by [[Neoony]], it allows admins to teleport the [[Command Vehicle]].<br />
<br />
=Admin Chat Commands=<br />
==ungrief==<br />
'''ungrief''' is a [[chat command]] added by [[Ungrief]], it teleports the [[Command Vehicle]] where the admin that executed the command is looking. It will displays a chat message notifying the players that the [[Command Vehicle]] has been teleported.<br />
<br />
===Syntax===<br />
*'''/ungrief''' "team"<br />
** "team" is either NF or BE.<br />
'''<br />
===Examples===<br />
*'''/ungrief NF''' - will teleport the Northern Faction Command Vehicle to where you're looking.<br />
*'''/ungrief BE''' - will teleport the Brenodi Empire Command Vehicle to where you're looking.<br />
<br />
===Permission Level===<br />
[[Custom1 (o)]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Surrender&diff=10209Surrender2021-04-01T16:00:28Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Sourcemod Plugins|Sourcemod Plugins}}<br /><br />
<br />
'''Surrender''' is a [[Sourcemod]] plugin by [[Neoony]], it allows players to trigger a vote to surrender which if successful destroys their [[Command Vehicle]].<br /><br />
<br />
=Client Chat Commands=<br />
==surrender==<br />
<br />
=Admin Chat Commands=<br />
==sre==<br />
==srd==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Squadcontrol&diff=10208Squadcontrol2021-04-01T16:00:05Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Sourcemod Plugins|Sourcemod Plugins}}<br /><br />
<br />
'''Squadcontrol''' is a [[Sourcemod]] plugin by [[Mikleo]], it adds various utilities for Empires.<br />
<br />
<br />
=Installation & Updating=<br />
Visit [https://git.empiresmod.com/sourcemod/SquadControl squadcontrol's gitlab repository] and click the download button, extract the content of dist to your server's installation directory.<br /><br />
Squadcontrol uses Updater for automated update.<br />
<br />
=Client [[Chat Commands]]=<br />
This is the list of all the Client [[Chat Commands]] added by [[Squadcontrol]], these commands can be used by anyone.<br />
<br />
==pos==<br />
'''pos''' is a chat command added by [[Squadcontrol]], it lists each squad member and their respective position.<br />
<br />
'''Syntax:'''<br />
* /pos @"squad"<br />
** "squad" is any letter.<br />
* /pos<br />
<br />
'''Examples:'''<br />
* /pos @a will show you the position of each member of alpha squad.<br />
* /pos will show you the position of each member of your squad.<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Main_Menu|Main Menu]].<br />
<br />
==squadinfo==<br />
'''squadinfo''' is a chat command added by [[Squadcontrol]], it lists all of the squads, their points and their members. It is most commonly used by Commanders to know how many points each squad has.<br />
<br />
'''Syntax:'''<br />
* /squadinfo<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Main_Menu|Main Menu]].<br />
<br />
==skills==<br />
'''skills''' is a chat command added by [[Squadcontrol]], it lists the skill(s) each member of a squad is using. As a squad leader it is essential to know as much as possible about your squad members, using this command you can ensure everyone is using what they should.<br />
<br />
'''Syntax:'''<br />
* /skills @"squad"<br />
** "squad" is any letter.<br />
* /skills<br />
<br />
'''Examples:'''<br />
<br />
* /skills @a will show you the skills of each member of alpha squad.<br />
* /skills will show you the skills of each member of your squad.<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Main_Menu|Main Menu]].<br />
<br />
==sl==<br />
'''sl''' is a chat command added by [[Squadcontrol]], it allows you to vote for a new Squad Leader.<br />
<br />
'''Syntax:'''<br />
* /sl "player"<br />
** "player" can be partial or full name.<br />
* /sl<br />
<br />
'''Examples:'''<br />
* /sl Oktay will vote for Oktay to become Squad Leader.<br />
* /sl will vote for yourself to become Squad Leader.<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Main_Menu|Main Menu]].<br />
<br />
==rsl==<br />
'''rsl''' is a chat command added by [[Squadcontrol]], it sends a message informing your Commander that you are requesting leadership of your squad.<br />
<br />
'''Syntax:'''<br />
* /rsl<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Request_Menu|Request Menu]] and option n°1.<br />
<br />
==channel==<br />
'''channel''' is a Chat Command added by [[Squadcontrol]], it allows spectators to join chat/voice channels. Once you have joined a channel you can use [[Squadcontrol#Squad_Chat|Squad Chat]] and [[Squadcontrol#Squad_Voice|Squad Voice]] to privately chat with other members of that channel.<br />
<br />
'''Syntax:''' <br />
* /channel "letter"<br />
'''Example:''' <br />
* /channel a<br />
<br />
==commander==<br />
'''commander''' is a chat command added by [[Squadcontrol]], it allows you to see who is or who was the last person in the Command Vehicle.<br />
<br />
Additionally as a spectator or at the end of the round you can use /commander nf/be to see Commanders.<br />
<br />
==speclisten==<br />
'''speclisten''' is a chat command added by [[Squadcontrol]], it allows spectators to listen to both teams' voice communications.<br />
<br />
==restrictions==<br />
'''restrictions''' is a chat command added by [[Squadcontrol]], it allows players to see restricted chassis and privilege levels.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /restrictions<br />
<br />
'''Examples:'''<br />
* /restrictions will display all privilege levels and chassis restrictions.<br />
<br />
==commcommands==<br />
'''commcommands''' is a chat command added by [[Squadcontrol]], it displays a menu showing all the chat commands a Commander should know.<br />
<br />
'''Syntax:''' <br />
* /commcommands<br />
<br />
==give==<br />
'''give''' is a chat command added by [[Squadcontrol]], it allows players to give their wages to other players.<br />
<br />
'''Syntax:''' <br />
* /give "player" "amount"<br />
** "player" can be partial or full name.<br />
** "amount" is any number.<br />
<br />
'''Examples:'''<br />
* /give Xiam will give Xiam 5 of your wages.<br />
<br />
==mapinfo==<br />
<br />
=Commander Chat Commands=<br />
This is the list of all the Client [[Chat Commands]] added by [[Squadcontrol]], these commands can only be used by [[Commanders]]. <br />
<br />
==bonuswages==<br />
'''bonuswages''' is a chat command added by [[Squadcontrol]], it allows commanders to convert the team's resource into wages.<br />
<br />
'''Syntax:''' <br />
* /bonuswages "player" "amount"<br />
** "player" can be partial or full name.<br />
** "amount" is any number.<br />
<br />
'''Examples:'''<br />
* /bonuswages Xiam 5 will convert 5 of your team's resource into 5 wages for Xiam.<br />
<br />
==setspawn==<br />
==rr==<br />
<br />
'''rr''' is a chat command added by [[Squadcontrol]], it allows commanders to reset (default to 1) all privilege levels and chassis restrictions.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /rr<br />
<br />
'''Examples:'''<br />
* /rr will reset (default to 1) privilege levels and chassis restrictions.<br />
<br />
==restrict==<br />
'''restrict''' is a chat command added by [[Squadcontrol]], it allows commanders to restrict chassis to be use alongside pl.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /r "chassis" "privilege level"<br />
* /restrict "chassis" "privilege level"<br />
** "chassis" is the name of a chassis.<br />
*** APC for the Armored Personnel Carrier.<br />
*** LT for both the Brenodi Empire's AFV and the Northern Faction's Light Tank.<br />
*** med for both the Brenodi Empire's Imperial Tank and the Northern Faction's Medium Tank.<br />
*** arty for the Artillery.<br />
*** heavy for both the Brenodi Empire's Imperial Heavy Tank and the Northern Faction's Heavy Tank.<br />
*** All for all vehicles.<br />
** "privilege level" is any number.<br />
*** By default everyone has a privilege level of 1.<br />
*** By default all chassis have a privilege level of 1.<br />
<br />
'''Examples:'''<br />
* /restrict Arty 5 will restrict Artillery to a privilege level of 5.<br />
* /restrict all 2 will restrict all chassis to a privilege level of 2.<br />
* /r all 1 will restrict all chassis to a privilege level of 1. It will effectively reset the restriction levels and allow everyone without a privilege level of 0 to build all vehicles.<br />
<br />
<br />
==unrestrict==<br />
'''unrestrict''' is a chat command added by [[Squadcontrol]], it allows commanders reset a chassis restriction to its default level of 1.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /unrestrict "chassis"<br />
** "chassis" is the name of a chassis.<br />
*** APC for the Armored Personnel Carrier.<br />
*** LT for both the Brenodi Empire's AFV and the Northern Faction's Light Tank.<br />
*** med for both the Brenodi Empire's Imperial Tank and the Northern Faction's Medium Tank.<br />
*** arty for the Artillery.<br />
*** heavy for both the Brenodi Empire's Imperial Heavy Tank and the Northern Faction's Heavy Tank.<br />
*** All for all vehicles.<br />
<br />
'''Examples:'''<br />
* /unrestrict Arty will reset Artillery to a privilege level of 1.<br />
* /unrestrict all will reset all chassis to a privilege level of 1.<br />
<br />
<br />
==pl==<br />
'''pl''' is a chat command added by [[Squadcontrol]], it allows commanders to give players a privilege level to be used alongside restrict. pl can also be used to display a player's privilege level.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /p<br />
* /p "player"<br />
* /p "player" "privilege level"<br />
* /p "player" "privilege level"<br />
** "player" can be partial or full name.<br />
** "privilege level" is any number.<br />
*** By default everyone has a privilege level of 1.<br />
*** By default all chassis have a privilege level of 1.<br />
<br />
'''Examples:'''<br />
* /p Mr. 5 will give Mr. X. a privilege level of 5.<br />
* /pl Mr. 0 will prevent Mr. X. from building any vehicle (by default).<br />
* /p Oktay will display Oktay's privilege level.<br />
* /p will display your privilege level.<br />
<br />
==assign==<br />
'''assign''' is a chat command added by [[Squadcontrol]], it allows commanders to assign players to squads.<br />
<br />
'''Syntax:'''<br />
* /assign "name" "squad"<br />
** "name" can be a partial or full name.<br />
** "squad" is any letter.<br />
* /assign @"squad" "squad"<br />
** "squad" is any letter.<br />
* /assign @0 "squad"<br />
** "squad" is any letter.<br />
<br />
'''Examples:'''<br />
* /assign Mr. B will assign Mr. X. to Bravo Squad.<br />
* /assign Oktay C will assign Oktay to Bravo Squad.<br />
* /assign @0 C will assign all players without a squad to Charlie Squad.<br />
* /assign @B C will assign all players in Bravo Squad to Charlie Squad.<br />
<br />
==move==<br />
'''move''' is a chat command added by [[Squadcontrol]], it allows Commanders and Squad Leaders to give move orders. move also moves the targeted players' view to where the move order is.<br />
Alternatively you can use [[Squadcontrol#freelook|freelook]] to navigate the map and then use move to give the order where you're aiming.<br />
<br />
'''Syntax:'''<br />
* /move<br />
* /move @"squad" "coordinates"-"digit"<br />
** "squad" is any letter. You can chain multiple squads.<br />
** "coordinates" is map coordinates.<br />
** "digit" is 1 to 9.<br />
* /move "coordinate"-"digit"<br />
** "coordinates" is map coordinates.<br />
** "digit" is 1 to 9.<br />
<br />
'''Examples:'''<br />
* /move<br />
** It will give your Squad a move order to where you are aiming<br />
** You have to be Squad Leader to use this syntax.<br />
* /move @a A1-3 will send alpha squad a move order to the top right corner of the A1 square.<br />
** You have to be the Commander to use this syntax.<br />
* /move @a @b A1-3 will send alpha and bravo squads a move order to the top right corner of the A1 square.<br />
** You have to be the Commander to use this syntax.<br />
* /move @a will send alpha squad a move order to where you're aiming.<br />
** You have to be the Commander to use this syntax.<br />
* /move A1-3 will send your squad a move order to the top right corner of the A1 square.<br />
** You have to be Squad Leader to use this syntax.<br />
* /move will send your squad a move order to where you're aiming.<br />
** You have to be Squad Leader to use this syntax.<br />
<br />
==attack==<br />
'''attack''' is a chat command added by [[Squadcontrol]], it allows Commanders and Squad Leaders to give attack orders. attack also moves the targeted players' view to where the attack order is.<br />
Alternatively you can use [[Squadcontrol#freelook|freelook]] to navigate the map and then use attack to give the order where you're aiming.<br />
<br />
'''Syntax:'''<br />
* /attack @"squad" "coordinates"-"digit"<br />
** "squad" is any letter. You can chain multiple squads.<br />
** "coordinates" is map coordinates.<br />
** "digit" is 1 to 9.<br />
* /attack "coordinate"-"digit"<br />
** "coordinates" is map coordinates.<br />
** "digit" is 1 to 9.<br />
<br />
'''Examples:'''<br />
* /move<br />
** It will give your Squad an attack order to where you are aiming<br />
** You have to be Squad Leader to use this syntax.<br />
* /attack @a A1-3 will send alpha squad an attack order to the top right corner of the A1 square.<br />
** You have to be the Commander to use this syntax.<br />
* /attack @a @b A1-3 will send alpha and bravo squads an attack order to the top right corner of the A1 square.<br />
** You have to be the Commander to use this syntax.<br />
* /attack @a will send alpha squad an attack order to where you're aiming.<br />
** You have to be the Commander to use this syntax.<br />
* /attack A1-3 will send your squad an attack order to the top right corner of the A1 square.<br />
** You have to be Squad Leader to use this syntax.<br />
* /attack will send your squad an attack order to where you're aiming.<br />
** You have to be Squad Leader to use this syntax.<br />
<br />
==abort==<br />
'''abort''' is a chat command added by [[Squadcontrol]], it allows Commanders and Squad Leaders to abort move and attack orders.<br />
<br />
'''Syntax:'''<br />
* /abort @"squad"<br />
** "squad" is any letter. You can chain multiple squads.<br />
* /abort<br />
<br />
'''Examples:'''<br />
* /abort @a will abort alpha squad's move or attack order.<br />
** You have to be the Commander to use this syntax.<br />
* /abort @a @b will abort alpha squad and bravo squad's move or attack order.<br />
** You have to be the Commander to use this syntax.<br />
* /abort will abort your squad's move or attack order.<br />
** You have to be Squad Leader to use this syntax.<br />
<br />
=Admin Chat Commands=<br />
<br />
==hudsay==<br />
'''hudsay''' is a chat command added by [[Squadcontrol]], it allows administrators to display a message in the bottom middle of the screen.<br />
<br />
'''Syntax:'''<br />
* /hudsay "message"<br />
<br />
==reloadhints==<br />
'''reloadhints''' is a chat command added by [[Squadcontrol]], it allows administrators to reload hints that are displayed at the bottom left of the screen during the commander vote.<br />
<br />
'''Syntax:'''<br />
* /reloadhints<br />
==speaktoall==<br />
<br />
==cvban==<br />
'''cvban''' is a chat command added by [[Squadcontrol]], it allows administrators to ban players from entering the [[Command Vehicle]] and the Commander Vote.<br />
<br />
'''Syntax:'''<br />
* /cvban "name"<br />
** "name" can be a partial or full name.<br />
<br />
'''Examples:'''<br />
* /cvban Oktay will ban Oktay from entering the Command Vehicle or opting into the Commander Vote until the end of the round.<br />
<br />
==cvunban==<br />
'''cvunban''' is a chat command added by [[Squadcontrol]], it allows administrators to unban players who have been banned from entering the [[Command Vehicle]] and the Commander Vote.<br />
<br />
'''Syntax:'''<br />
* /cvunban "name"<br />
** "name" can be a partial or full name.<br />
<br />
'''Examples:'''<br />
* /cvunban Oktay will unban Oktay from entering the Command Vehicle or opting into the Commander Vote until the end of the round.<br />
<br />
=Chat Tweaks=<br />
<br />
==Private Commander Chat==<br />
Private Commander Chat is a Chat Tweak added by Squadcontrol, it allows you to send a message to your Commander only along with an alert sound. Your commander can then reply to everyone who used this command in the last 30 seconds by using the same command.<br />
<br />
Syntax: ,"message" in teamchat<br />
Example: ,We need to research, drop a radar!<br />
<br />
==Public Commander Chat==<br />
Private Commander Chat is a Chat Tweak added by Squadcontrol, it allows you to send a message to your Commander only along with an alert sound that is also shown to the rest of the team. Your commander can then reply to everyone by using the same command.<br />
<br />
Syntax: .<message> in teamchat<br />
Example: .We need to research, drop a radar!<br />
<br />
==Squad Chat==<br />
Squad Chat is a Chat Tweak added by Squadcontrol, it allows you to send a message to your squad only along with an alert sound.<br />
<br />
Syntax: ;"message" in teamchat<br />
Example: ;We're going SW, Oktay make sure you get revive.<br />
<br />
=Voice Chat Tweaks=<br />
<br />
==Squad Voice==<br />
<br />
<br />
Squad Voice is a special voice added by Squadcontrol that is only transmitted to members of your squad.<br />
<br />
In order to use this feature you have to bind a key to it. Navigate to your empires folder and to the cfg folder and edit autoexec.cfg with this:<br />
<br />
<pre><br />
alias +voicerecord_squad "+voicerecord;+sc_voicerecord_squad"<br />
alias -voicerecord_squad "-voicerecord;-sc_voicerecord_squad"<br />
bind "KEY" "+voicerecord_squad"<br />
</pre><br />
<br />
Where "KEY" is a key on your keyboard, for special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
==Commander Voice==<br />
<br />
<br />
Commander Voice is a special voice added by Squadcontrol that is only transmitted to your Commander.<br />
<br />
In order to use this feature you have to bind a key to it. Navigate to your empires folder and to the cfg folder and edit autoexec.cfg with this:<br />
<br />
<pre><br />
alias +voicerecord_comm "+voicerecord;+sc_voicerecord_comm"<br />
alias -voicerecord_comm "-voicerecord;-sc_voicerecord_comm"<br />
bind [KEY] "+voicerecord_comm"<br />
</pre><br />
<br />
Where "KEY" is a key on your keyboard, for special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
==All Voice==<br />
<br />
<br />
All Voice is a special voice added by Squadcontrol that is transmitted to everyone. It is only available for admins.<br />
<br />
In order to use this feature you have to bind a key to it. Navigate to your empires folder and to the cfg folder and edit autoexec.cfg with this:<br />
<br />
<pre><br />
alias +voicerecord_all "+voicerecord;+sc_voicerecord_all"<br />
alias -voicerecord_all "-voicerecord;-sc_voicerecord_all"<br />
bind [KEY] "+voicerecord_all"<br />
</pre><br />
<br />
Where "KEY" is a key on your keyboard, for special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
=Binds=<br />
<br />
==Request Menu==<br />
The '''Request Menu''' is a '''Sourcemod''' menu added by [[Squadcontrol]], it contains automated messages to send requests to your Commander.<br />
<br />
In order to access this menu you can either enter '''sc_requestmenu''' in the console or bind a key to it. <br />
<br />
To bind a key you can either enter '''bind "key" sc_requestmenu''' directly in the console to an unbound key, if the key is unbound it will be added to your config.cfg. Or you can navigate to your Empires folder, go to the cfg folder and put it in autoexec.cfg.<br />
<br />
For special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
==Squad Leader Vote Menu==<br />
The '''Squad Leader Vote Menu''' is a [[Sourcemod]] menu added by [[Squadcontrol]], it is an alternative to [[Squadcontrol#sl|sl]] to vote for squad leader.<br />
<br />
In order to access this menu you can either enter '''sc_slvotemenu''' in the console or bind a key to it.<br />
<br />
To bind a key you can either enter '''bind "key" sc_slvotemenu''' directly in the console to an unbound key, if the key is unbound it will be added to your config.cfg. Or you can navigate to your Empires folder, go to the cfg folder and put it in autoexec.cfg.<br />
<br />
For special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
==Main Menu==<br />
The '''Main Menu''' is a [[Sourcemod]] menu added by [[Squadcontrol]], it contains a lot of useful commands including shortcuts to the [[Squadcontrol#Request_Menu|Request Menu]] and the [[Squadcontrol#Squad_Leader_Vote_Menu|Squad Leader Vote Menu]].<br />
<br />
In order to access this menu you can either enter '''sc_mainmenu''' in the console or bind a key to it. <br />
<br />
To bind a key you can either enter '''bind "key" sc_mainmenu''' directly in the console to an unbound key, if the key is unbound it will be added to your config.cfg. Or you can navigate to your Empires folder, go to the cfg folder and put it in autoexec.cfg.<br />
<br />
For special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
=Other Features=<br />
<br />
==Commander Orders==<br />
'''Commander Orders''' is a GUI feature added by [[Squadcontrol]], it allows commanders to give on-screen orders.<br />
<br />
'''Syntax:''' <br />
* --"order" in teamchat<br />
'''Example:''' <br />
* --Capture refineries!<br />
<br />
==Commander Alert==<br />
'''Commander Alert''' is a GUI feature added by [[Squadcontrol]], it allows commanders to display an alert message in the center of the screen.<br />
<br />
'''Syntax:''' <br />
* =="order" in teamchat<br />
'''Example:''' <br />
* ==Main Base is under attack! in teamchat<br />
<br />
==Freelook==<br />
<br />
<br />
'''Freelook''' is a feature added by [[Squadcontrol]], it allows players in teams to have a free-look view similar to spectators during the commander vote.<br />
<br />
'''Freelook''' is now automatically enabled when you're in a team during commander vote.<br />
<br />
Additionally you can now see other players as birds as well as your Commander as an Helicopter.</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Empstats&diff=10207Empstats2021-04-01T15:59:24Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Sourcemod Plugins|Sourcemod Plugins}}<br /><br />
<br />
'''EmpStats''' is a [[Sourcemod]] plugin by [[Mikleo]], it tracks various statistics.<br />
<br />
=Recorded Informations=<br />
<br />
==Players==<br />
* SteamID<br />
* Name<br />
* First Played<br />
* Time Played<br />
* Total Score (XP)<br />
* Time Commanded<br />
* Commander Wins<br />
* Up Votes<br />
* Last Update<br />
* Last Server<br />
* Most Valuable Player<br />
<br />
==Ratings==<br />
* Rating<br />
* Commander Rating<br />
* Ranked Rating<br />
* Ranked Commander Rating<br />
<br />
==Maps==<br />
* Northern Faction Wins<br />
* Brenodi Empire Wins<br />
* Games Played<br />
* Time Played<br />
* Rating<br />
* First Played<br />
* Last Played<br />
* Times Started<br />
* Times Ended<br />
* Retention<br />
* Last Server<br />
<br />
=Client Chat Commands)=<br />
==empstats==<br />
==commstats==<br />
==emprank==<br />
==commrank==<br />
==top==<br />
==comminfo==<br />
==upvotecomm==<br />
==predict==<br />
==mvp==<br />
==ratemap==<br />
==mapstats==<br />
<br />
<br />
=Server Variables=<br />
==es_teambalance==<br />
==es_teambalance_mmrmargin==<br />
==es_teambalance_nocomm==<br />
==es_teambalance_playerratio==<br />
==es_teambalance_blockunevenswitch==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Empfun&diff=10206Empfun2021-04-01T15:58:50Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Sourcemod Plugins|Sourcemod Plugins}}<br /><br />
<br />
'''Empfun''' is a [[Sourcemod]] plugin by [[Mikleo]], it adds a way to manipulate entities within the game and create custom scenarios.<br />
<br />
=Admin Chat Commands=<br />
==create==<br />
==selectent==<br />
==moveent==<br />
==rotateent==<br />
==removeent==<br />
==savescenario==<br />
==loadscenario==<br />
==settickets`==<br />
==setresources==<br />
==editent==<br />
==scenariovar==<br />
==scenariovotelist==<br />
==scenariovote==<br />
==cloneent==<br />
==shiftent==<br />
==grabent==<br />
==snapangle==<br />
==gridsize==<br />
==savepreset==<br />
<br />
=Variables=<br />
==ef_editblock==<br />
==ef_baseswap==<br />
==ef_scenario_vote_delay==<br />
==ef_scenario_vote_duration==<br />
==ef_scenario_vote_min_timeleft==<br />
==ef_scenario_vote_display_author==<br />
==ef_scenario_vote_display_description==<br />
==ef_scenario_vote_display_name==<br />
==ef_scenario_reload_map_config==<br />
<br />
***</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Draftpick&diff=10205Draftpick2021-04-01T15:57:27Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Sourcemod Plugins|Sourcemod Plugins}}<br /><br />
<br />
<br />
Draftpick is a [[Sourcemod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.<br />
<br />
=Drafts=<br />
Drafts are automated processes that helps control which players goes in which team. There are five types of drafts<br /><br />
==Captain Draft==<br />
In the '''Captain Draft''' players elect two captains which will then pick a number of players for their team before the rest are automatically assigned.<br />
==Captain Squad Draft==<br />
In the '''Captain Squad Draft''' players elect two captains which will then pick a number of players or squad of players for their team before the rest are automatically assigned.<br />
==Auto Draft==<br />
In the '''Auto Draft''' players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Auto Squad Draft==<br />
In the '''Auto Squad Draft''' players and squad of players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Ranked Match==<br />
'''Ranked Match''' is a special type of draft that plays like Captain Draft but is reserved for competitive matches.<br />
<br />
=Admin Chat Commands=<br />
==setcaptain==<br />
'''setcaptain''' is a chat command added by '''Draftpick''', it allows admins to pick a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /setcaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /setcaptain Xia - will make Xiam captain.<br />
<br />
==removecaptain==<br />
'''removecaptain''' is a chat command added by '''Draftpick''', it allows admins to remove a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /removecaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /removecaptain Xia - will remove Xiam from captains.<br />
<br />
==leavecaptain==<br />
==setteam==<br />
==reloadteams==<br />
==swapteams==<br />
==loadteams==<br />
==saveteams==<br />
==autopick==<br />
==sm_autobalance==<br />
==draft==<br />
==squaddraft==<br />
==autodraft==<br />
==autosquaddraft==<br />
==rankedmatch==<br />
==squadlimit==<br />
==sm_restartdraft==<br />
==pausedraft==<br />
==resumedraft==<br />
==drafttime==<br />
==teambalance==<br />
==reloaddraftmusic==<br />
<br />
<br />
=Client Chat Commands:=<br />
==sm_rmi==<br />
==sm_pick==<br />
==sm_dmusic==<br />
<br />
[[Category:Sourcemod|Draftpick]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Draftpick&diff=10204Draftpick2021-04-01T15:55:00Z<p>Xyaminou: </p>
<hr />
<div>{{SitenavNested|Special:Categories|Sourcemod Plugins}}<br /><br />
<br />
<br />
Draftpick is a [[Sourcemod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.<br />
<br />
=Drafts=<br />
Drafts are automated processes that helps control which players goes in which team. There are five types of drafts<br /><br />
==Captain Draft==<br />
In the '''Captain Draft''' players elect two captains which will then pick a number of players for their team before the rest are automatically assigned.<br />
==Captain Squad Draft==<br />
In the '''Captain Squad Draft''' players elect two captains which will then pick a number of players or squad of players for their team before the rest are automatically assigned.<br />
==Auto Draft==<br />
In the '''Auto Draft''' players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Auto Squad Draft==<br />
In the '''Auto Squad Draft''' players and squad of players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Ranked Match==<br />
'''Ranked Match''' is a special type of draft that plays like Captain Draft but is reserved for competitive matches.<br />
<br />
=Admin Chat Commands=<br />
==setcaptain==<br />
'''setcaptain''' is a chat command added by '''Draftpick''', it allows admins to pick a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /setcaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /setcaptain Xia - will make Xiam captain.<br />
<br />
==removecaptain==<br />
'''removecaptain''' is a chat command added by '''Draftpick''', it allows admins to remove a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /removecaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /removecaptain Xia - will remove Xiam from captains.<br />
<br />
==leavecaptain==<br />
==setteam==<br />
==reloadteams==<br />
==swapteams==<br />
==loadteams==<br />
==saveteams==<br />
==autopick==<br />
==sm_autobalance==<br />
==draft==<br />
==squaddraft==<br />
==autodraft==<br />
==autosquaddraft==<br />
==rankedmatch==<br />
==squadlimit==<br />
==sm_restartdraft==<br />
==pausedraft==<br />
==resumedraft==<br />
==drafttime==<br />
==teambalance==<br />
==reloaddraftmusic==<br />
<br />
<br />
=Client Chat Commands:=<br />
==sm_rmi==<br />
==sm_pick==<br />
==sm_dmusic==<br />
<br />
[[Category:Sourcemod|Draftpick]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&diff=10203Sourcemod Plugins2021-04-01T15:43:31Z<p>Xyaminou: </p>
<hr />
<div>{{Sitenav|Sourcemod Plugins}}<br />
<br />
=Empires Specific Plugins=<br />
Empires has a few specific plugins coded by members of its community, you can find them on [https://git.empiresmod.com/sourcemod Empires' Gitlab].<br />
==Draftpick==<br />
[[Draftpick]] is a [[Sourcemod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.<br />
==Empfun==<br />
[[Empfun]] is a [[Sourcemod]] plugin by [[Mikleo]], it adds a way to manipulate entities within the game and create custom scenarios.<br />
==Empstats==<br />
[[Empstats]] is a [[Sourcemod]] plugin by [[Mikleo]], it tracks various statistics.<br />
==Emputils==<br />
[[Emputils]] is a [[Sourcemod]] plugin by [[Mikleo]], it contains various utilities to be used by other plugins.<br />
==EventTimeleftHostname==<br />
[[EventTimeleftHostname]] is a [[Sourcemod]] plugin by <> and updated for Empires by [[Neoony]], it allows server owners to display a countdown in their server's title.<br />
==Lawlietstats==<br />
[[Lawlietstats]] is a [[Sourcemod]] plugin by [[Lawliet]], it collects various informations.<br />
==Lobby==<br />
[[Lobby]] is a [[Sourcemod]] plugin by [[Neoony]], it controls the Lobby Server.<br />
==NoCommExtendVote==<br />
'''No Commander Extend Vote''' or [[NCEV]] for short is a [[Sourcemod]] plugin by [[Neoony]], it automatically detects commanders and only allows the game to start if both teams have a commander. <br /><br />
==PugPlugin==<br />
==ResearchInfo==<br />
==sameIPBlock==<br />
==SourcemodOffsets==<br />
[[SourcemodOffsets]] is a [[Sourcemod]] plugin by [[Neoony]], it automatically updates the sourcemod offsets required for Empires when they change.<br />
==SquadControl==<br />
[[Squadcontrol]] is a [[Sourcemod]] plugin by [[Mikleo]], it adds various utilities for Empires.<br />
==Surrender==<br />
[[Surrender]] is a [[SourceMod]] plugin by [[Neoony]], it allows players to trigger a vote to surrender which if successful destroys their [[Command Vehicle]].<br /><br />
==Updater==<br />
[[Updater]] is a [[Sourcemod]] plugin by <> and updated for Empires by [[Neoony]], it allows servers to automatically update their plugins.<br />
==Ungrief==<br />
[[Ungrief]] is a [[Sourcemod]] plugin by [[Theowningone]] and updated by [[Neoony]], it allows admins to teleport the [[Command Vehicle]].<br />
==Votetime==<br />
[[Votetime]] is a [[Sourcemod]] plugin by [[Mikleo]], it adds commands to control the commander vote timer.<br />
==vprofReport==<br />
=Generic Plugins=<br />
== End of Round AllTalk ==<br />
Original Plugin: https://forums.alliedmods.net/showthread.php?p=1246351<br />
== Chat Triggers ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?p=585758 <br /><br />
<br />
== Advertisements 2.0 ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?t=155705 <br /><br />
Simple advertisements plugin. It supports center, chat, hint, menu and top messages.<br />
== SourceBans++ ==<br />
Plugin link: https://sbpp.github.io/ <br /><br />
Unofficial more updated version of SourceBans. <br /><br />
-SourceBans++ is a majorly improved version of SourceBans 1.4.11 which was developed by GameConnect. <br /><br />
Those major improvements include a new design, more stable web application, login via steam account and much more community made customizations. <br /><br />
== SourceBot ==<br />
''Original Plugin link:'' https://forums.alliedmods.net/showthread.php?p=883997 <br /><br />
<br />
== TeamSwitch ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?p=587405 <br /><br />
This is a fully mod-independent team switching plugin, which gives an admin the ability to switch players to the opposite team either immediately, <br /><br />
when they die, or at the end of the round (where appropriate). <br /><br />
Players can also be switched to spectators. <br /><br />
TeamSwitch detects which mod it is being run on at startup and configures itself accordingly. <br /><br />
<br />
== Ultimate Mapchooser 3.4.5 ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?t=134190 <br /><br />
Ultimate Mapchooser allows for increased control over map selection. This includes: <br /><br />
* Random selection of the next map. <br /><br />
* Which maps are added to votes <br /><br />
* Which maps are available for nominations <br /><br />
You can control how the randomization works by dividing your map rotation into groups, and controlling the weights of each group or each individual map, <br /><br />
specify a minimum or maximum number of players allowed on the server for the map to be available, specify how many maps from a group are allowed in a vote, etc. <br /><br />
EDIT: It seems the original version isnt working even with Creepers event fix for end of map votes. <br /><br />
Here is cyberkillers version: https://github.com/CyberKiller/Ultimate-Mapchooser <br /><br />
But it might be a little outdated...<br /><br />
<br />
== Execute Configs ==<br />
''Original Plugin link:'' https://forums.alliedmods.net/showthread.php?t=67620<br /><br />
This plugin executes configs when there are either a certain amount of clients on, a certain event occurs, a certain round starts or when there are a certain amount of minutes left on the map. <br /><br />
You can use this to disable alltalk above x clients, or to change the map when the timelimit hits, etc. <br /><br />
'''More updated version (1.2.4) + added empires roundstart/gamestart events:''' https://github.com/Neoony/Execute-Configs-Empiresfix/releases <br /></div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Votetime&diff=10202Votetime2021-04-01T15:37:53Z<p>Xyaminou: </p>
<hr />
<div>'''Votetime''' is a [[Sourcemod]] plugin by [[Mikleo]], it adds commands to control the commander vote timer.<br />
<br />
<br />
=Admin Chat Commands=<br />
==votetime==<br />
==pausevote==<br />
==resumevote==<br />
==forceresumevote==<br />
==resettime==<br />
==endvote==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Ungrief&diff=10201Ungrief2021-04-01T15:36:41Z<p>Xyaminou: </p>
<hr />
<div>'''Ungrief''' is a [[Sourcemod]] plugin by [[Theowningone]] and updated by [[Neoony]], it allows admins to teleport the [[Command Vehicle]].<br />
<br />
=Admin Chat Commands=<br />
==ungrief==<br />
'''ungrief''' is a [[chat command]] added by [[Ungrief]], it teleports the [[Command Vehicle]] where the admin that executed the command is looking. It will displays a chat message notifying the players that the [[Command Vehicle]] has been teleported.<br />
<br />
===Syntax===<br />
*'''/ungrief''' "team"<br />
** "team" is either NF or BE.<br />
'''<br />
===Examples===<br />
*'''/ungrief NF''' - will teleport the Northern Faction Command Vehicle to where you're looking.<br />
*'''/ungrief BE''' - will teleport the Brenodi Empire Command Vehicle to where you're looking.<br />
<br />
===Permission Level===<br />
[[Custom1 (o)]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Surrender&diff=10200Surrender2021-04-01T15:35:21Z<p>Xyaminou: </p>
<hr />
<div>'''Surrender''' is a [[Sourcemod]] plugin by [[Neoony]], it allows players to trigger a vote to surrender which if successful destroys their [[Command Vehicle]].<br /><br />
<br />
<br />
=Client Chat Commands=<br />
==surrender==<br />
<br />
=Admin Chat Commands=<br />
==sre==<br />
==srd==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Squadcontrol&diff=10199Squadcontrol2021-04-01T15:34:54Z<p>Xyaminou: </p>
<hr />
<div>Squadcontrol is a [[Sourcemod]] plugin by [[Mikleo]], it adds various utilities for Empires.<br />
<br />
<br />
=Installation & Updating=<br />
Visit [https://git.empiresmod.com/sourcemod/SquadControl squadcontrol's gitlab repository] and click the download button, extract the content of dist to your server's installation directory.<br /><br />
Squadcontrol uses Updater for automated update.<br />
<br />
=Client [[Chat Commands]]=<br />
This is the list of all the Client [[Chat Commands]] added by [[Squadcontrol]], these commands can be used by anyone.<br />
<br />
==pos==<br />
'''pos''' is a chat command added by [[Squadcontrol]], it lists each squad member and their respective position.<br />
<br />
'''Syntax:'''<br />
* /pos @"squad"<br />
** "squad" is any letter.<br />
* /pos<br />
<br />
'''Examples:'''<br />
* /pos @a will show you the position of each member of alpha squad.<br />
* /pos will show you the position of each member of your squad.<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Main_Menu|Main Menu]].<br />
<br />
==squadinfo==<br />
'''squadinfo''' is a chat command added by [[Squadcontrol]], it lists all of the squads, their points and their members. It is most commonly used by Commanders to know how many points each squad has.<br />
<br />
'''Syntax:'''<br />
* /squadinfo<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Main_Menu|Main Menu]].<br />
<br />
==skills==<br />
'''skills''' is a chat command added by [[Squadcontrol]], it lists the skill(s) each member of a squad is using. As a squad leader it is essential to know as much as possible about your squad members, using this command you can ensure everyone is using what they should.<br />
<br />
'''Syntax:'''<br />
* /skills @"squad"<br />
** "squad" is any letter.<br />
* /skills<br />
<br />
'''Examples:'''<br />
<br />
* /skills @a will show you the skills of each member of alpha squad.<br />
* /skills will show you the skills of each member of your squad.<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Main_Menu|Main Menu]].<br />
<br />
==sl==<br />
'''sl''' is a chat command added by [[Squadcontrol]], it allows you to vote for a new Squad Leader.<br />
<br />
'''Syntax:'''<br />
* /sl "player"<br />
** "player" can be partial or full name.<br />
* /sl<br />
<br />
'''Examples:'''<br />
* /sl Oktay will vote for Oktay to become Squad Leader.<br />
* /sl will vote for yourself to become Squad Leader.<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Main_Menu|Main Menu]].<br />
<br />
==rsl==<br />
'''rsl''' is a chat command added by [[Squadcontrol]], it sends a message informing your Commander that you are requesting leadership of your squad.<br />
<br />
'''Syntax:'''<br />
* /rsl<br />
<br />
Alternatively you can use [[Squadcontrol]]'s [[Squadcontrol#Request_Menu|Request Menu]] and option n°1.<br />
<br />
==channel==<br />
'''channel''' is a Chat Command added by [[Squadcontrol]], it allows spectators to join chat/voice channels. Once you have joined a channel you can use [[Squadcontrol#Squad_Chat|Squad Chat]] and [[Squadcontrol#Squad_Voice|Squad Voice]] to privately chat with other members of that channel.<br />
<br />
'''Syntax:''' <br />
* /channel "letter"<br />
'''Example:''' <br />
* /channel a<br />
<br />
==commander==<br />
'''commander''' is a chat command added by [[Squadcontrol]], it allows you to see who is or who was the last person in the Command Vehicle.<br />
<br />
Additionally as a spectator or at the end of the round you can use /commander nf/be to see Commanders.<br />
<br />
==speclisten==<br />
'''speclisten''' is a chat command added by [[Squadcontrol]], it allows spectators to listen to both teams' voice communications.<br />
<br />
==restrictions==<br />
'''restrictions''' is a chat command added by [[Squadcontrol]], it allows players to see restricted chassis and privilege levels.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /restrictions<br />
<br />
'''Examples:'''<br />
* /restrictions will display all privilege levels and chassis restrictions.<br />
<br />
==commcommands==<br />
'''commcommands''' is a chat command added by [[Squadcontrol]], it displays a menu showing all the chat commands a Commander should know.<br />
<br />
'''Syntax:''' <br />
* /commcommands<br />
<br />
==give==<br />
'''give''' is a chat command added by [[Squadcontrol]], it allows players to give their wages to other players.<br />
<br />
'''Syntax:''' <br />
* /give "player" "amount"<br />
** "player" can be partial or full name.<br />
** "amount" is any number.<br />
<br />
'''Examples:'''<br />
* /give Xiam will give Xiam 5 of your wages.<br />
<br />
==mapinfo==<br />
<br />
=Commander Chat Commands=<br />
This is the list of all the Client [[Chat Commands]] added by [[Squadcontrol]], these commands can only be used by [[Commanders]]. <br />
<br />
==bonuswages==<br />
'''bonuswages''' is a chat command added by [[Squadcontrol]], it allows commanders to convert the team's resource into wages.<br />
<br />
'''Syntax:''' <br />
* /bonuswages "player" "amount"<br />
** "player" can be partial or full name.<br />
** "amount" is any number.<br />
<br />
'''Examples:'''<br />
* /bonuswages Xiam 5 will convert 5 of your team's resource into 5 wages for Xiam.<br />
<br />
==setspawn==<br />
==rr==<br />
<br />
'''rr''' is a chat command added by [[Squadcontrol]], it allows commanders to reset (default to 1) all privilege levels and chassis restrictions.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /rr<br />
<br />
'''Examples:'''<br />
* /rr will reset (default to 1) privilege levels and chassis restrictions.<br />
<br />
==restrict==<br />
'''restrict''' is a chat command added by [[Squadcontrol]], it allows commanders to restrict chassis to be use alongside pl.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /r "chassis" "privilege level"<br />
* /restrict "chassis" "privilege level"<br />
** "chassis" is the name of a chassis.<br />
*** APC for the Armored Personnel Carrier.<br />
*** LT for both the Brenodi Empire's AFV and the Northern Faction's Light Tank.<br />
*** med for both the Brenodi Empire's Imperial Tank and the Northern Faction's Medium Tank.<br />
*** arty for the Artillery.<br />
*** heavy for both the Brenodi Empire's Imperial Heavy Tank and the Northern Faction's Heavy Tank.<br />
*** All for all vehicles.<br />
** "privilege level" is any number.<br />
*** By default everyone has a privilege level of 1.<br />
*** By default all chassis have a privilege level of 1.<br />
<br />
'''Examples:'''<br />
* /restrict Arty 5 will restrict Artillery to a privilege level of 5.<br />
* /restrict all 2 will restrict all chassis to a privilege level of 2.<br />
* /r all 1 will restrict all chassis to a privilege level of 1. It will effectively reset the restriction levels and allow everyone without a privilege level of 0 to build all vehicles.<br />
<br />
<br />
==unrestrict==<br />
'''unrestrict''' is a chat command added by [[Squadcontrol]], it allows commanders reset a chassis restriction to its default level of 1.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /unrestrict "chassis"<br />
** "chassis" is the name of a chassis.<br />
*** APC for the Armored Personnel Carrier.<br />
*** LT for both the Brenodi Empire's AFV and the Northern Faction's Light Tank.<br />
*** med for both the Brenodi Empire's Imperial Tank and the Northern Faction's Medium Tank.<br />
*** arty for the Artillery.<br />
*** heavy for both the Brenodi Empire's Imperial Heavy Tank and the Northern Faction's Heavy Tank.<br />
*** All for all vehicles.<br />
<br />
'''Examples:'''<br />
* /unrestrict Arty will reset Artillery to a privilege level of 1.<br />
* /unrestrict all will reset all chassis to a privilege level of 1.<br />
<br />
<br />
==pl==<br />
'''pl''' is a chat command added by [[Squadcontrol]], it allows commanders to give players a privilege level to be used alongside restrict. pl can also be used to display a player's privilege level.<br />
<br />
'''Notes:'''<br />
* As long as you are the acting Commander you will ignore chassis restrictions. You can leave the Command Vehicle to build a vehicle as long as no one else enters the Command Vehicle.<br />
* Privilege levels and chassis restrictions are not reset when the acting Commander changes.<br />
* To change a player's privilege level use [[Squadcontrol#pl|pl]].<br />
* To change chassis restrictions use [[Squadcontrol#restrict|restrict]].<br />
* To remove (reset to default) a chassis restriction use [[Squadcontrol#unrestrict|unrestrict]].<br />
* To reset all privilege and restriction levels use [[Squadcontrol#rr|rr]].<br />
<br />
'''Syntax:'''<br />
* /p<br />
* /p "player"<br />
* /p "player" "privilege level"<br />
* /p "player" "privilege level"<br />
** "player" can be partial or full name.<br />
** "privilege level" is any number.<br />
*** By default everyone has a privilege level of 1.<br />
*** By default all chassis have a privilege level of 1.<br />
<br />
'''Examples:'''<br />
* /p Mr. 5 will give Mr. X. a privilege level of 5.<br />
* /pl Mr. 0 will prevent Mr. X. from building any vehicle (by default).<br />
* /p Oktay will display Oktay's privilege level.<br />
* /p will display your privilege level.<br />
<br />
==assign==<br />
'''assign''' is a chat command added by [[Squadcontrol]], it allows commanders to assign players to squads.<br />
<br />
'''Syntax:'''<br />
* /assign "name" "squad"<br />
** "name" can be a partial or full name.<br />
** "squad" is any letter.<br />
* /assign @"squad" "squad"<br />
** "squad" is any letter.<br />
* /assign @0 "squad"<br />
** "squad" is any letter.<br />
<br />
'''Examples:'''<br />
* /assign Mr. B will assign Mr. X. to Bravo Squad.<br />
* /assign Oktay C will assign Oktay to Bravo Squad.<br />
* /assign @0 C will assign all players without a squad to Charlie Squad.<br />
* /assign @B C will assign all players in Bravo Squad to Charlie Squad.<br />
<br />
==move==<br />
'''move''' is a chat command added by [[Squadcontrol]], it allows Commanders and Squad Leaders to give move orders. move also moves the targeted players' view to where the move order is.<br />
Alternatively you can use [[Squadcontrol#freelook|freelook]] to navigate the map and then use move to give the order where you're aiming.<br />
<br />
'''Syntax:'''<br />
* /move<br />
* /move @"squad" "coordinates"-"digit"<br />
** "squad" is any letter. You can chain multiple squads.<br />
** "coordinates" is map coordinates.<br />
** "digit" is 1 to 9.<br />
* /move "coordinate"-"digit"<br />
** "coordinates" is map coordinates.<br />
** "digit" is 1 to 9.<br />
<br />
'''Examples:'''<br />
* /move<br />
** It will give your Squad a move order to where you are aiming<br />
** You have to be Squad Leader to use this syntax.<br />
* /move @a A1-3 will send alpha squad a move order to the top right corner of the A1 square.<br />
** You have to be the Commander to use this syntax.<br />
* /move @a @b A1-3 will send alpha and bravo squads a move order to the top right corner of the A1 square.<br />
** You have to be the Commander to use this syntax.<br />
* /move @a will send alpha squad a move order to where you're aiming.<br />
** You have to be the Commander to use this syntax.<br />
* /move A1-3 will send your squad a move order to the top right corner of the A1 square.<br />
** You have to be Squad Leader to use this syntax.<br />
* /move will send your squad a move order to where you're aiming.<br />
** You have to be Squad Leader to use this syntax.<br />
<br />
==attack==<br />
'''attack''' is a chat command added by [[Squadcontrol]], it allows Commanders and Squad Leaders to give attack orders. attack also moves the targeted players' view to where the attack order is.<br />
Alternatively you can use [[Squadcontrol#freelook|freelook]] to navigate the map and then use attack to give the order where you're aiming.<br />
<br />
'''Syntax:'''<br />
* /attack @"squad" "coordinates"-"digit"<br />
** "squad" is any letter. You can chain multiple squads.<br />
** "coordinates" is map coordinates.<br />
** "digit" is 1 to 9.<br />
* /attack "coordinate"-"digit"<br />
** "coordinates" is map coordinates.<br />
** "digit" is 1 to 9.<br />
<br />
'''Examples:'''<br />
* /move<br />
** It will give your Squad an attack order to where you are aiming<br />
** You have to be Squad Leader to use this syntax.<br />
* /attack @a A1-3 will send alpha squad an attack order to the top right corner of the A1 square.<br />
** You have to be the Commander to use this syntax.<br />
* /attack @a @b A1-3 will send alpha and bravo squads an attack order to the top right corner of the A1 square.<br />
** You have to be the Commander to use this syntax.<br />
* /attack @a will send alpha squad an attack order to where you're aiming.<br />
** You have to be the Commander to use this syntax.<br />
* /attack A1-3 will send your squad an attack order to the top right corner of the A1 square.<br />
** You have to be Squad Leader to use this syntax.<br />
* /attack will send your squad an attack order to where you're aiming.<br />
** You have to be Squad Leader to use this syntax.<br />
<br />
==abort==<br />
'''abort''' is a chat command added by [[Squadcontrol]], it allows Commanders and Squad Leaders to abort move and attack orders.<br />
<br />
'''Syntax:'''<br />
* /abort @"squad"<br />
** "squad" is any letter. You can chain multiple squads.<br />
* /abort<br />
<br />
'''Examples:'''<br />
* /abort @a will abort alpha squad's move or attack order.<br />
** You have to be the Commander to use this syntax.<br />
* /abort @a @b will abort alpha squad and bravo squad's move or attack order.<br />
** You have to be the Commander to use this syntax.<br />
* /abort will abort your squad's move or attack order.<br />
** You have to be Squad Leader to use this syntax.<br />
<br />
=Admin Chat Commands=<br />
<br />
==hudsay==<br />
'''hudsay''' is a chat command added by [[Squadcontrol]], it allows administrators to display a message in the bottom middle of the screen.<br />
<br />
'''Syntax:'''<br />
* /hudsay "message"<br />
<br />
==reloadhints==<br />
'''reloadhints''' is a chat command added by [[Squadcontrol]], it allows administrators to reload hints that are displayed at the bottom left of the screen during the commander vote.<br />
<br />
'''Syntax:'''<br />
* /reloadhints<br />
==speaktoall==<br />
<br />
==cvban==<br />
'''cvban''' is a chat command added by [[Squadcontrol]], it allows administrators to ban players from entering the [[Command Vehicle]] and the Commander Vote.<br />
<br />
'''Syntax:'''<br />
* /cvban "name"<br />
** "name" can be a partial or full name.<br />
<br />
'''Examples:'''<br />
* /cvban Oktay will ban Oktay from entering the Command Vehicle or opting into the Commander Vote until the end of the round.<br />
<br />
==cvunban==<br />
'''cvunban''' is a chat command added by [[Squadcontrol]], it allows administrators to unban players who have been banned from entering the [[Command Vehicle]] and the Commander Vote.<br />
<br />
'''Syntax:'''<br />
* /cvunban "name"<br />
** "name" can be a partial or full name.<br />
<br />
'''Examples:'''<br />
* /cvunban Oktay will unban Oktay from entering the Command Vehicle or opting into the Commander Vote until the end of the round.<br />
<br />
=Chat Tweaks=<br />
<br />
==Private Commander Chat==<br />
Private Commander Chat is a Chat Tweak added by Squadcontrol, it allows you to send a message to your Commander only along with an alert sound. Your commander can then reply to everyone who used this command in the last 30 seconds by using the same command.<br />
<br />
Syntax: ,"message" in teamchat<br />
Example: ,We need to research, drop a radar!<br />
<br />
==Public Commander Chat==<br />
Private Commander Chat is a Chat Tweak added by Squadcontrol, it allows you to send a message to your Commander only along with an alert sound that is also shown to the rest of the team. Your commander can then reply to everyone by using the same command.<br />
<br />
Syntax: .<message> in teamchat<br />
Example: .We need to research, drop a radar!<br />
<br />
==Squad Chat==<br />
Squad Chat is a Chat Tweak added by Squadcontrol, it allows you to send a message to your squad only along with an alert sound.<br />
<br />
Syntax: ;"message" in teamchat<br />
Example: ;We're going SW, Oktay make sure you get revive.<br />
<br />
=Voice Chat Tweaks=<br />
<br />
==Squad Voice==<br />
<br />
<br />
Squad Voice is a special voice added by Squadcontrol that is only transmitted to members of your squad.<br />
<br />
In order to use this feature you have to bind a key to it. Navigate to your empires folder and to the cfg folder and edit autoexec.cfg with this:<br />
<br />
<pre><br />
alias +voicerecord_squad "+voicerecord;+sc_voicerecord_squad"<br />
alias -voicerecord_squad "-voicerecord;-sc_voicerecord_squad"<br />
bind "KEY" "+voicerecord_squad"<br />
</pre><br />
<br />
Where "KEY" is a key on your keyboard, for special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
==Commander Voice==<br />
<br />
<br />
Commander Voice is a special voice added by Squadcontrol that is only transmitted to your Commander.<br />
<br />
In order to use this feature you have to bind a key to it. Navigate to your empires folder and to the cfg folder and edit autoexec.cfg with this:<br />
<br />
<pre><br />
alias +voicerecord_comm "+voicerecord;+sc_voicerecord_comm"<br />
alias -voicerecord_comm "-voicerecord;-sc_voicerecord_comm"<br />
bind [KEY] "+voicerecord_comm"<br />
</pre><br />
<br />
Where "KEY" is a key on your keyboard, for special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
==All Voice==<br />
<br />
<br />
All Voice is a special voice added by Squadcontrol that is transmitted to everyone. It is only available for admins.<br />
<br />
In order to use this feature you have to bind a key to it. Navigate to your empires folder and to the cfg folder and edit autoexec.cfg with this:<br />
<br />
<pre><br />
alias +voicerecord_all "+voicerecord;+sc_voicerecord_all"<br />
alias -voicerecord_all "-voicerecord;-sc_voicerecord_all"<br />
bind [KEY] "+voicerecord_all"<br />
</pre><br />
<br />
Where "KEY" is a key on your keyboard, for special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
=Binds=<br />
<br />
==Request Menu==<br />
The '''Request Menu''' is a '''Sourcemod''' menu added by [[Squadcontrol]], it contains automated messages to send requests to your Commander.<br />
<br />
In order to access this menu you can either enter '''sc_requestmenu''' in the console or bind a key to it. <br />
<br />
To bind a key you can either enter '''bind "key" sc_requestmenu''' directly in the console to an unbound key, if the key is unbound it will be added to your config.cfg. Or you can navigate to your Empires folder, go to the cfg folder and put it in autoexec.cfg.<br />
<br />
For special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
==Squad Leader Vote Menu==<br />
The '''Squad Leader Vote Menu''' is a [[Sourcemod]] menu added by [[Squadcontrol]], it is an alternative to [[Squadcontrol#sl|sl]] to vote for squad leader.<br />
<br />
In order to access this menu you can either enter '''sc_slvotemenu''' in the console or bind a key to it.<br />
<br />
To bind a key you can either enter '''bind "key" sc_slvotemenu''' directly in the console to an unbound key, if the key is unbound it will be added to your config.cfg. Or you can navigate to your Empires folder, go to the cfg folder and put it in autoexec.cfg.<br />
<br />
For special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
==Main Menu==<br />
The '''Main Menu''' is a [[Sourcemod]] menu added by [[Squadcontrol]], it contains a lot of useful commands including shortcuts to the [[Squadcontrol#Request_Menu|Request Menu]] and the [[Squadcontrol#Squad_Leader_Vote_Menu|Squad Leader Vote Menu]].<br />
<br />
In order to access this menu you can either enter '''sc_mainmenu''' in the console or bind a key to it. <br />
<br />
To bind a key you can either enter '''bind "key" sc_mainmenu''' directly in the console to an unbound key, if the key is unbound it will be added to your config.cfg. Or you can navigate to your Empires folder, go to the cfg folder and put it in autoexec.cfg.<br />
<br />
For special keys use the [https://developer.valvesoftware.com/wiki/Bind Valve Developer Community's Wiki - Bind].<br />
<br />
=Other Features=<br />
<br />
==Commander Orders==<br />
'''Commander Orders''' is a GUI feature added by [[Squadcontrol]], it allows commanders to give on-screen orders.<br />
<br />
'''Syntax:''' <br />
* --"order" in teamchat<br />
'''Example:''' <br />
* --Capture refineries!<br />
<br />
==Commander Alert==<br />
'''Commander Alert''' is a GUI feature added by [[Squadcontrol]], it allows commanders to display an alert message in the center of the screen.<br />
<br />
'''Syntax:''' <br />
* =="order" in teamchat<br />
'''Example:''' <br />
* ==Main Base is under attack! in teamchat<br />
<br />
==Freelook==<br />
<br />
<br />
'''Freelook''' is a feature added by [[Squadcontrol]], it allows players in teams to have a free-look view similar to spectators during the commander vote.<br />
<br />
'''Freelook''' is now automatically enabled when you're in a team during commander vote.<br />
<br />
Additionally you can now see other players as birds as well as your Commander as an Helicopter.</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=NCEV&diff=10198NCEV2021-04-01T15:33:20Z<p>Xyaminou: </p>
<hr />
<div>'''No Commander Extend Vote''' or '''NCEV''' for short is a [[Sourcemod]] plugin by [[Neoony]], it automatically detects commanders and only allows the game to start if both teams have a commander. <br /><br />
'''NCEV''' is also responsible for disabling spectators during the commander vote and re-enabling it later during the game. <br /><br />
And finally it also manages alltalk during the commander vote, alltalk is ON until both teams have a commander. <br />
<br />
=Admin Chat Commands=<br />
==nce==<br />
==ncd==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Empstats&diff=10197Empstats2021-04-01T15:32:24Z<p>Xyaminou: </p>
<hr />
<div>EmpStats is a [[Sourcemod]] plugin by [[Mikleo]], it tracks various statistics.<br />
<br />
=Recorded Informations=<br />
<br />
==Players==<br />
* SteamID<br />
* Name<br />
* First Played<br />
* Time Played<br />
* Total Score (XP)<br />
* Time Commanded<br />
* Commander Wins<br />
* Up Votes<br />
* Last Update<br />
* Last Server<br />
* Most Valuable Player<br />
<br />
==Ratings==<br />
* Rating<br />
* Commander Rating<br />
* Ranked Rating<br />
* Ranked Commander Rating<br />
<br />
==Maps==<br />
* Northern Faction Wins<br />
* Brenodi Empire Wins<br />
* Games Played<br />
* Time Played<br />
* Rating<br />
* First Played<br />
* Last Played<br />
* Times Started<br />
* Times Ended<br />
* Retention<br />
* Last Server<br />
<br />
=Client Chat Commands)=<br />
==empstats==<br />
==commstats==<br />
==emprank==<br />
==commrank==<br />
==top==<br />
==comminfo==<br />
==upvotecomm==<br />
==predict==<br />
==mvp==<br />
==ratemap==<br />
==mapstats==<br />
<br />
<br />
=Server Variables=<br />
==es_teambalance==<br />
==es_teambalance_mmrmargin==<br />
==es_teambalance_nocomm==<br />
==es_teambalance_playerratio==<br />
==es_teambalance_blockunevenswitch==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Draftpick&diff=10196Draftpick2021-04-01T15:28:26Z<p>Xyaminou: </p>
<hr />
<div>{{Sitenav|Draftpick}}<br /><br />
<br />
Draftpick is a [[Sourcemod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.<br />
<br />
=Drafts=<br />
Drafts are automated processes that helps control which players goes in which team. There are five types of drafts<br /><br />
==Captain Draft==<br />
In the '''Captain Draft''' players elect two captains which will then pick a number of players for their team before the rest are automatically assigned.<br />
==Captain Squad Draft==<br />
In the '''Captain Squad Draft''' players elect two captains which will then pick a number of players or squad of players for their team before the rest are automatically assigned.<br />
==Auto Draft==<br />
In the '''Auto Draft''' players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Auto Squad Draft==<br />
In the '''Auto Squad Draft''' players and squad of players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Ranked Match==<br />
'''Ranked Match''' is a special type of draft that plays like Captain Draft but is reserved for competitive matches.<br />
<br />
=Admin Chat Commands=<br />
==setcaptain==<br />
'''setcaptain''' is a chat command added by '''Draftpick''', it allows admins to pick a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /setcaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /setcaptain Xia - will make Xiam captain.<br />
<br />
==removecaptain==<br />
'''removecaptain''' is a chat command added by '''Draftpick''', it allows admins to remove a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /removecaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /removecaptain Xia - will remove Xiam from captains.<br />
<br />
==leavecaptain==<br />
==setteam==<br />
==reloadteams==<br />
==swapteams==<br />
==loadteams==<br />
==saveteams==<br />
==autopick==<br />
==sm_autobalance==<br />
==draft==<br />
==squaddraft==<br />
==autodraft==<br />
==autosquaddraft==<br />
==rankedmatch==<br />
==squadlimit==<br />
==sm_restartdraft==<br />
==pausedraft==<br />
==resumedraft==<br />
==drafttime==<br />
==teambalance==<br />
==reloaddraftmusic==<br />
<br />
<br />
=Client Chat Commands:=<br />
==sm_rmi==<br />
==sm_pick==<br />
==sm_dmusic==<br />
<br />
[[Category:Sourcemod|Draftpick]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&diff=10195Sourcemod Plugins2021-04-01T15:27:26Z<p>Xyaminou: </p>
<hr />
<div>{{Sitenav|Sourcemod Plugins}}<br />
<br />
=Empires Specific Plugins=<br />
Empires has a few specific plugins coded by members of its community, you can find them on [https://git.empiresmod.com/sourcemod Empires' Gitlab].<br />
==Draftpick==<br />
==Empfun==<br />
==Empstats==<br />
==Emputils==<br />
==EventTimeleftHostname==<br />
==Lawlietstats==<br />
==Lobby==<br />
==NoCommExtendVote==<br />
==PugPlugin==<br />
==ResearchInfo==<br />
==sameIPBlock==<br />
==SourcemodOffsets==<br />
==SquadControl==<br />
==Surrender==<br />
==Updated==<br />
==Ungrief==<br />
==Votetime==<br />
==vprofReport==<br />
=Generic Plugins=<br />
== End of Round AllTalk ==<br />
Original Plugin: https://forums.alliedmods.net/showthread.php?p=1246351<br />
== Chat Triggers ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?p=585758 <br /><br />
<br />
== Advertisements 2.0 ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?t=155705 <br /><br />
Simple advertisements plugin. It supports center, chat, hint, menu and top messages.<br />
== SourceBans++ ==<br />
Plugin link: https://sbpp.github.io/ <br /><br />
Unofficial more updated version of SourceBans. <br /><br />
-SourceBans++ is a majorly improved version of SourceBans 1.4.11 which was developed by GameConnect. <br /><br />
Those major improvements include a new design, more stable web application, login via steam account and much more community made customizations. <br /><br />
== SourceBot ==<br />
''Original Plugin link:'' https://forums.alliedmods.net/showthread.php?p=883997 <br /><br />
<br />
== TeamSwitch ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?p=587405 <br /><br />
This is a fully mod-independent team switching plugin, which gives an admin the ability to switch players to the opposite team either immediately, <br /><br />
when they die, or at the end of the round (where appropriate). <br /><br />
Players can also be switched to spectators. <br /><br />
TeamSwitch detects which mod it is being run on at startup and configures itself accordingly. <br /><br />
<br />
== Ultimate Mapchooser 3.4.5 ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?t=134190 <br /><br />
Ultimate Mapchooser allows for increased control over map selection. This includes: <br /><br />
* Random selection of the next map. <br /><br />
* Which maps are added to votes <br /><br />
* Which maps are available for nominations <br /><br />
You can control how the randomization works by dividing your map rotation into groups, and controlling the weights of each group or each individual map, <br /><br />
specify a minimum or maximum number of players allowed on the server for the map to be available, specify how many maps from a group are allowed in a vote, etc. <br /><br />
EDIT: It seems the original version isnt working even with Creepers event fix for end of map votes. <br /><br />
Here is cyberkillers version: https://github.com/CyberKiller/Ultimate-Mapchooser <br /><br />
But it might be a little outdated...<br /><br />
<br />
== Execute Configs ==<br />
''Original Plugin link:'' https://forums.alliedmods.net/showthread.php?t=67620<br /><br />
This plugin executes configs when there are either a certain amount of clients on, a certain event occurs, a certain round starts or when there are a certain amount of minutes left on the map. <br /><br />
You can use this to disable alltalk above x clients, or to change the map when the timelimit hits, etc. <br /><br />
'''More updated version (1.2.4) + added empires roundstart/gamestart events:''' https://github.com/Neoony/Execute-Configs-Empiresfix/releases <br /></div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&diff=10194Sourcemod Plugins2021-04-01T15:26:49Z<p>Xyaminou: </p>
<hr />
<div>{{Sitenav|Sourcemod Plugins}}<br />
<br />
Empires has a few specific plugins coded by members of its community, you can find them on [https://git.empiresmod.com/sourcemod Empires' Gitlab].<br />
<br />
=Empires Specific Plugins=<br />
==Draftpick==<br />
==Empfun==<br />
==Empstats==<br />
==Emputils==<br />
==EventTimeleftHostname==<br />
==Lawlietstats==<br />
==Lobby==<br />
==NoCommExtendVote==<br />
==PugPlugin==<br />
==ResearchInfo==<br />
==sameIPBlock==<br />
==SourcemodOffsets==<br />
==SquadControl==<br />
==Surrender==<br />
==Updated==<br />
==Ungrief==<br />
==Votetime==<br />
==vprofReport==<br />
=Generic Plugins=<br />
== End of Round AllTalk ==<br />
Original Plugin: https://forums.alliedmods.net/showthread.php?p=1246351<br />
== Chat Triggers ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?p=585758 <br /><br />
<br />
== Advertisements 2.0 ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?t=155705 <br /><br />
Simple advertisements plugin. It supports center, chat, hint, menu and top messages.<br />
== SourceBans++ ==<br />
Plugin link: https://sbpp.github.io/ <br /><br />
Unofficial more updated version of SourceBans. <br /><br />
-SourceBans++ is a majorly improved version of SourceBans 1.4.11 which was developed by GameConnect. <br /><br />
Those major improvements include a new design, more stable web application, login via steam account and much more community made customizations. <br /><br />
== SourceBot ==<br />
''Original Plugin link:'' https://forums.alliedmods.net/showthread.php?p=883997 <br /><br />
<br />
== TeamSwitch ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?p=587405 <br /><br />
This is a fully mod-independent team switching plugin, which gives an admin the ability to switch players to the opposite team either immediately, <br /><br />
when they die, or at the end of the round (where appropriate). <br /><br />
Players can also be switched to spectators. <br /><br />
TeamSwitch detects which mod it is being run on at startup and configures itself accordingly. <br /><br />
<br />
== Ultimate Mapchooser 3.4.5 ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?t=134190 <br /><br />
Ultimate Mapchooser allows for increased control over map selection. This includes: <br /><br />
* Random selection of the next map. <br /><br />
* Which maps are added to votes <br /><br />
* Which maps are available for nominations <br /><br />
You can control how the randomization works by dividing your map rotation into groups, and controlling the weights of each group or each individual map, <br /><br />
specify a minimum or maximum number of players allowed on the server for the map to be available, specify how many maps from a group are allowed in a vote, etc. <br /><br />
EDIT: It seems the original version isnt working even with Creepers event fix for end of map votes. <br /><br />
Here is cyberkillers version: https://github.com/CyberKiller/Ultimate-Mapchooser <br /><br />
But it might be a little outdated...<br /><br />
<br />
== Execute Configs ==<br />
''Original Plugin link:'' https://forums.alliedmods.net/showthread.php?t=67620<br /><br />
This plugin executes configs when there are either a certain amount of clients on, a certain event occurs, a certain round starts or when there are a certain amount of minutes left on the map. <br /><br />
You can use this to disable alltalk above x clients, or to change the map when the timelimit hits, etc. <br /><br />
'''More updated version (1.2.4) + added empires roundstart/gamestart events:''' https://github.com/Neoony/Execute-Configs-Empiresfix/releases <br /></div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Sourcemod_Plugins&diff=10193Sourcemod Plugins2021-04-01T15:26:04Z<p>Xyaminou: </p>
<hr />
<div>{{Sitenav|Sourcemod Plugins}}<br />
Empires has a few specific plugins coded by members of its community, you can find them on [https://git.empiresmod.com/sourcemod Empires' Gitlab].<br />
<br />
=Empires Specific Plugins=<br />
==Draftpick==<br />
==Empfun==<br />
==Empstats==<br />
==Emputils==<br />
==EventTimeleftHostname==<br />
==Lawlietstats==<br />
==Lobby==<br />
==NoCommExtendVote==<br />
==PugPlugin==<br />
==ResearchInfo==<br />
==sameIPBlock==<br />
==SourcemodOffsets==<br />
==SquadControl==<br />
==Surrender==<br />
==Updated==<br />
==Ungrief==<br />
==Votetime==<br />
==vprofReport==<br />
=Generic Plugins=<br />
== End of Round AllTalk ==<br />
Original Plugin: https://forums.alliedmods.net/showthread.php?p=1246351<br />
== Chat Triggers ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?p=585758 <br /><br />
<br />
== Advertisements 2.0 ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?t=155705 <br /><br />
Simple advertisements plugin. It supports center, chat, hint, menu and top messages.<br />
== SourceBans++ ==<br />
Plugin link: https://sbpp.github.io/ <br /><br />
Unofficial more updated version of SourceBans. <br /><br />
-SourceBans++ is a majorly improved version of SourceBans 1.4.11 which was developed by GameConnect. <br /><br />
Those major improvements include a new design, more stable web application, login via steam account and much more community made customizations. <br /><br />
== SourceBot ==<br />
''Original Plugin link:'' https://forums.alliedmods.net/showthread.php?p=883997 <br /><br />
<br />
== TeamSwitch ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?p=587405 <br /><br />
This is a fully mod-independent team switching plugin, which gives an admin the ability to switch players to the opposite team either immediately, <br /><br />
when they die, or at the end of the round (where appropriate). <br /><br />
Players can also be switched to spectators. <br /><br />
TeamSwitch detects which mod it is being run on at startup and configures itself accordingly. <br /><br />
<br />
== Ultimate Mapchooser 3.4.5 ==<br />
Plugin link: https://forums.alliedmods.net/showthread.php?t=134190 <br /><br />
Ultimate Mapchooser allows for increased control over map selection. This includes: <br /><br />
* Random selection of the next map. <br /><br />
* Which maps are added to votes <br /><br />
* Which maps are available for nominations <br /><br />
You can control how the randomization works by dividing your map rotation into groups, and controlling the weights of each group or each individual map, <br /><br />
specify a minimum or maximum number of players allowed on the server for the map to be available, specify how many maps from a group are allowed in a vote, etc. <br /><br />
EDIT: It seems the original version isnt working even with Creepers event fix for end of map votes. <br /><br />
Here is cyberkillers version: https://github.com/CyberKiller/Ultimate-Mapchooser <br /><br />
But it might be a little outdated...<br /><br />
<br />
== Execute Configs ==<br />
''Original Plugin link:'' https://forums.alliedmods.net/showthread.php?t=67620<br /><br />
This plugin executes configs when there are either a certain amount of clients on, a certain event occurs, a certain round starts or when there are a certain amount of minutes left on the map. <br /><br />
You can use this to disable alltalk above x clients, or to change the map when the timelimit hits, etc. <br /><br />
'''More updated version (1.2.4) + added empires roundstart/gamestart events:''' https://github.com/Neoony/Execute-Configs-Empiresfix/releases <br /></div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Sourcemod&diff=10192Sourcemod2021-04-01T15:08:24Z<p>Xyaminou: </p>
<hr />
<div>Sourcemod allows you to extend Empires without having access to the C++ code.<br />
<br />
== Installation ==<br />
* Install MetaMod:<br />
** Download for [http://www.metamodsource.net/downloads/mmsource-1.10.6-windows.zip Windows] or [http://www.metamodsource.net/downloads/mmsource-1.10.6-windows.tar.gz Linux ]<br />
** Copy the Addons folder into your empires folder<br />
** Start the game<br />
** Enter meta version (if the installation was succesful you should see the metamod version)<br />
* Download sourcemod: http://www.sourcemod.net/downloads.php?branch=stable<br />
* Copy the cfg and addons folders to your empires folder<br />
* Install some [[Sourcemod Plugins]]<br />
<br />
== Developing Plugins ==<br />
Empires has a lot of [[Game_events_added | game events]] you can make use of. For an example of plugins you can make see our [https://git.emiresmod.com/sourcemod/ sourcemod repository].<br />
<br />
== Compiling from Source ==<br />
Thanks to people smarter than me, compiling from source is pretty easy. <br /><br />
Take your source-file or source-text and pop it in this: http://www.sourcemod.net/compiler.php <br /><br />
Download your compiled plugin, and put it in your sourcemod/plugins folder. <br /><br />
<br />
Or you can use spcomp.exe inside your sourcemod folders (\addons\sourcemod\scripting\spcomp.exe) (for windows) <br /><br />
Just drag and drop your source-file onto the .exe. <br /><br />
<br />
== Sourcemod offsets and signatures ==<br />
'''Get latest offsets ready to use here''' https://git.empiresmod.com/sourcemod/sourcemodoffsets <br /><br />
<br /><br />
If you have issues with invalid signatures. <br /><br />
Example: <br /><br />
<pre>L 03/18/2017 - 00:02:51: [SDKTOOLS] Invalid detour address passed - Disabling detour to prevent crashes<br />
L 03/18/2017 - 00:02:51: [SM] Exception reported: Entity Outputs are disabled - See error logs for details</pre><br />
<br />
'''Choice 1.''' '''Just download latest ready to use offsets here:''' https://git.empiresmod.com/sourcemod/sourcemodoffsets <br /><br />
'''Choice 2.''' Replace the linux signatures in sdkhooks and sdktools files with the mac signatures. (this is already included in the above release) <br /><br />
This is rather temporary fix and needs testing <br /><br />
Example: <br /><br />
<pre>/* CBaseEntityOutput::FireOutput */<br />
"#default"<br />
{<br />
"Signatures"<br />
{<br />
"FireOutput"<br />
{<br />
"library" "server"<br />
"windows" "\x55\x8B\xEC\x81\x2A\x2A\x2A\x2A\x2A\xA1\x2A\x2A\x2A\x2A\x33\xC5\x89\x45\x2A\x8B\x45\x2A\x53\x56\x8B\x2A\x2A\x57\x8B\x2A\x2A\x89\x2A\x2A\x2A\x2A\x2A\x89\x2A\x2A\x2A\x2A\x2A\x89\x2A\x2A\x2A\x2A\x2A\xC7"<br />
"linux" "@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"<br />
"mac" "@_ZN17CBaseEntityOutput10FireOutputE9variant_tP11CBaseEntityS2_f"<br />
}<br />
}<br />
}</pre><br />
<br />
== Dumping updated Sourcemod offsets and signatures ==<br />
Related thread: https://forums.empiresmod.com/index.php?threads/calculating-updated-sourcemod-vtable-offsets.20571/ <br /><br />
Tool needed: https://delftelectronics.nl/empires/tools/vtablescanner3.zip <br /><br />
The tool requires linux. If you are running 64bit linux, you will probably need to run the following to be able to run 32bit apps: <br /><br />
<pre>dpkg --add-architecture i386<br />
apt-get update<br />
apt install libc6:i386 libelf1:i386</pre><br />
Unpack the vtablescanner3.zip anywhere in your linux. <br /><br />
Next you need a server.so file from your dedicated server which is located in /empires_dedicated/empires/bin <br /><br />
Copy server.so to the Release folder in the vtablescanner folder that you extracted. (vtablescanner/Release/server.so) <br /><br />
<br />
Now open your terminal inside the Release folder. <br /><br />
And enter the following command: <br />
<pre>LD_LIBRARY_PATH="./" ./vtabledump ./server.so '_ZTV10CEmpPlayer' >dump.txt</pre><br />
The outputted RAW offsets are now located in vtablescanner/Release/dump.txt <br /><br />
<br /><br />
Now if you want to output a proper file for SourceMod. <br /><br />
Open the terminal again inside Release folder. <br /><br />
Type: <br /><br />
<pre>./createoffsetscript >dumpsmoffsets.txt</pre><br />
This output file is the game.empires.txt which you can put into your: <br /><br />
\addons\sourcemod\gamedata\sdkhooks.games\custom\game.empires.txt <br /><br />
\addons\sourcemod\gamedata\sdktools.games\custom\game.empires.txt <br /><br />
<br /><br />
'''Also check this for offsets that need adjusting after a dump: https://git.empiresmod.com/sourcemod/sourcemodoffsets/issues/1''' <br /><br />
<br />
== Plugin-Making tips ==<br />
Dumping:<br />
To get a dump of entity properties specific to empires and similar things, use following commands. <br /><br />
'''"sm_dump_teprops"''' - Dumps tempentity props to a file <br /><br />
'''"sm_dump_netprops_xml"''' - Dumps the networkable property table as an XML file <br /><br />
'''"sm_dump_netprops"''' - Dumps the networkable property table as a text file <br /><br />
'''"sm_dump_classes"''' - Dumps the class list as a text file <br /><br />
'''"sm_dump_datamaps"''' - Dumps the data map list as a text file <br /><br />
'''"sm_dump_admcache"''' - Dumps the admin cache for debugging <br /><br />
'''"sm_dump_handles"''' - Dumps Handle usage to a file for finding Handle leaks <br /><br />
<br />
Just add a filename after the command and you will find the dump files in empires folder. <br /><br />
Just using some of those commands might make your client/server hang or even crash, but it will probably still make the dump, or just retry. <br /><br />
------<br />
'''Colors for messages:''' <br /><br />
Custom colors usable by PrintToChat and similar. <br /><br />
''Examples:'' <br /><br />
<pre>\x079764FF BE<br />
\x07FF2323 NF<br />
<br />
PrintToChatAll("\x04[PLUGIN]\x079764FF BE\x01 not ready");<br />
PrintToChatAll("\x04[PLUGIN]\x01 Commander left\x07FF2323 NF");</pre><br />
<br />
'''\x07''' - ''Type of coloring/message (custom colors seem to only work with \x07 and \x08)'' <br /><br />
'''9764FF''' - ''HTML '''RRGGBB''' color without the '''#''' (You can pick your own color for example here: https://www.w3schools.com/colors/colors_picker.asp)'' <br /><br />
<br />
'''Neoony's color standards:''' (Updated 18.4.2017 - Added player name color<br /><br />
<pre>\x01 for standard text<br />
\x04 for plugin things (example: "\x04[NCEV]\x01") [green]<br />
\x079764FF for Brenodi Empire team [eyedropped from chat text]<br />
\x07FF2323 for Northern Faction team [eyedropped from chat text]<br />
\x07CB4491 for Both teams [mixed color of BE and NF, somewhat pink]<br />
\x07CCCCCC for Spectators [gray]<br />
\x07ff6600 for player name, if you cant use team colors for that [orange]<br />
\x073399ff for displaying time, mainly seconds [light blue]<br />
\x07008000 for enabled, unlocked or simply positive [green]<br />
\x07b30000 for disabled, locked or simply negative, also for warnings [red]</pre></div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Draftpick&diff=10191Draftpick2021-04-01T15:03:55Z<p>Xyaminou: </p>
<hr />
<div>{{Sitenav|Draftpick}}<br /><br />
<br />
Draftpick is a [[SourceMod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.<br />
<br />
=Drafts=<br />
Drafts are automated processes that helps control which players goes in which team. There are five types of drafts<br /><br />
==Captain Draft==<br />
In the '''Captain Draft''' players elect two captains which will then pick a number of players for their team before the rest are automatically assigned.<br />
==Captain Squad Draft==<br />
In the '''Captain Squad Draft''' players elect two captains which will then pick a number of players or squad of players for their team before the rest are automatically assigned.<br />
==Auto Draft==<br />
In the '''Auto Draft''' players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Auto Squad Draft==<br />
In the '''Auto Squad Draft''' players and squad of players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Ranked Match==<br />
'''Ranked Match''' is a special type of draft that plays like Captain Draft but is reserved for competitive matches.<br />
<br />
=Admin Chat Commands=<br />
==setcaptain==<br />
'''setcaptain''' is a chat command added by '''Draftpick''', it allows admins to pick a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /setcaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /setcaptain Xia - will make Xiam captain.<br />
<br />
==removecaptain==<br />
'''removecaptain''' is a chat command added by '''Draftpick''', it allows admins to remove a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /removecaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /removecaptain Xia - will remove Xiam from captains.<br />
<br />
==leavecaptain==<br />
==setteam==<br />
==reloadteams==<br />
==swapteams==<br />
==loadteams==<br />
==saveteams==<br />
==autopick==<br />
==sm_autobalance==<br />
==draft==<br />
==squaddraft==<br />
==autodraft==<br />
==autosquaddraft==<br />
==rankedmatch==<br />
==squadlimit==<br />
==sm_restartdraft==<br />
==pausedraft==<br />
==resumedraft==<br />
==drafttime==<br />
==teambalance==<br />
==reloaddraftmusic==<br />
<br />
<br />
=Client Chat Commands:=<br />
==sm_rmi==<br />
==sm_pick==<br />
==sm_dmusic==<br />
<br />
[[Category:Sourcemod|Draftpick]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Draftpick&diff=10190Draftpick2021-04-01T15:00:57Z<p>Xyaminou: </p>
<hr />
<div>{{Sitenav|Draftpick}}<br /><br />
<br />
Draftpick is a [[SourceMod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.<br />
<br />
=Drafts=<br />
Drafts are automated processes that helps control which players goes in which team. There are five types of drafts<br /><br />
==Captain Draft==<br />
In the '''Captain Draft''' players elect two captains which will then pick a number of players for their team before the rest are automatically assigned.<br />
==Captain Squad Draft==<br />
In the '''Captain Squad Draft''' players elect two captains which will then pick a number of players or squad of players for their team before the rest are automatically assigned.<br />
==Auto Draft==<br />
In the '''Auto Draft''' players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Auto Squad Draft==<br />
In the '''Auto Squad Draft''' players and squad of players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Ranked Match==<br />
'''Ranked Match''' is a special type of draft that plays like Captain Draft but is reserved for competitive matches.<br />
<br />
=Admin Chat Commands=<br />
==setcaptain==<br />
'''setcaptain''' is a chat command added by '''Draftpick''', it allows admins to pick a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /setcaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /setcaptain Xia - will make Xiam captain.<br />
<br />
==removecaptain==<br />
'''removecaptain''' is a chat command added by '''Draftpick''', it allows admins to remove a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /removecaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /removecaptain Xia - will remove Xiam from captains.<br />
<br />
==leavecaptain==<br />
==setteam==<br />
==reloadteams==<br />
==swapteams==<br />
==loadteams==<br />
==saveteams==<br />
==autopick==<br />
==sm_autobalance==<br />
==draft==<br />
==squaddraft==<br />
==autodraft==<br />
==autosquaddraft==<br />
==rankedmatch==<br />
==squadlimit==<br />
==sm_restartdraft==<br />
==pausedraft==<br />
==resumedraft==<br />
==drafttime==<br />
==teambalance==<br />
==reloaddraftmusic==<br />
<br />
<br />
=Client Chat Commands:=<br />
==sm_rmi==<br />
==sm_pick==<br />
==sm_dmusic==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Draftpick&diff=10189Draftpick2021-04-01T14:52:51Z<p>Xyaminou: /* Drafts */</p>
<hr />
<div>Draftpick is a [[SourceMod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.<br />
<br />
=Drafts=<br />
Drafts are automated processes that helps control which players goes in which team. There are five types of drafts<br /><br />
==Captain Draft==<br />
In the '''Captain Draft''' players elect two captains which will then pick a number of players for their team before the rest are automatically assigned.<br />
==Captain Squad Draft==<br />
In the '''Captain Squad Draft''' players elect two captains which will then pick a number of players or squad of players for their team before the rest are automatically assigned.<br />
==Auto Draft==<br />
In the '''Auto Draft''' players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Auto Squad Draft==<br />
In the '''Auto Squad Draft''' players and squad of players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Ranked Match==<br />
'''Ranked Match''' is a special type of draft that plays like Captain Draft but is reserved for competitive matches.<br />
<br />
=Admin Chat Commands=<br />
==setcaptain==<br />
'''setcaptain''' is a chat command added by '''Draftpick''', it allows admins to pick a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /setcaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /setcaptain Xia - will make Xiam captain.<br />
<br />
==removecaptain==<br />
'''removecaptain''' is a chat command added by '''Draftpick''', it allows admins to remove a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /removecaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /removecaptain Xia - will remove Xiam from captains.<br />
<br />
==leavecaptain==<br />
==setteam==<br />
==reloadteams==<br />
==swapteams==<br />
==loadteams==<br />
==saveteams==<br />
==autopick==<br />
==sm_autobalance==<br />
==draft==<br />
==squaddraft==<br />
==autodraft==<br />
==autosquaddraft==<br />
==rankedmatch==<br />
==squadlimit==<br />
==sm_restartdraft==<br />
==pausedraft==<br />
==resumedraft==<br />
==drafttime==<br />
==teambalance==<br />
==reloaddraftmusic==<br />
<br />
<br />
=Client Chat Commands:=<br />
==sm_rmi==<br />
==sm_pick==<br />
==sm_dmusic==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Draftpick&diff=10188Draftpick2021-04-01T14:52:02Z<p>Xyaminou: </p>
<hr />
<div>Draftpick is a [[SourceMod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.<br />
<br />
=Drafts=<br />
Drafts are automated processes that helps control which players goes in which team. There are five types of drafts<br /><br />
==Captain Draft==<br />
In the '''Captain Draft''' players elect two captains which will then pick a number of players for their team before the rest are automatically assigned.<br />
==Captain Squad Draft==<br />
In the '''Captain Draft''' players elect two captains which will then pick a number of players or squad of players for their team before the rest are automatically assigned.<br />
==Auto Draft==<br />
In the '''Auto Draft''' players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Auto Squad Draft==<br />
In the '''Auto Draft''' players and squad of players are automatically assigned to teams based on their MMR which is determined by statistics gathered by [[Empstats]].<br />
==Ranked Match==<br />
Ranked Match is a special type of draft that plays like Captain Draft but is reserved for competitive matches.<br />
<br />
=Admin Chat Commands=<br />
==setcaptain==<br />
'''setcaptain''' is a chat command added by '''Draftpick''', it allows admins to pick a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /setcaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /setcaptain Xia - will make Xiam captain.<br />
<br />
==removecaptain==<br />
'''removecaptain''' is a chat command added by '''Draftpick''', it allows admins to remove a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /removecaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /removecaptain Xia - will remove Xiam from captains.<br />
<br />
==leavecaptain==<br />
==setteam==<br />
==reloadteams==<br />
==swapteams==<br />
==loadteams==<br />
==saveteams==<br />
==autopick==<br />
==sm_autobalance==<br />
==draft==<br />
==squaddraft==<br />
==autodraft==<br />
==autosquaddraft==<br />
==rankedmatch==<br />
==squadlimit==<br />
==sm_restartdraft==<br />
==pausedraft==<br />
==resumedraft==<br />
==drafttime==<br />
==teambalance==<br />
==reloaddraftmusic==<br />
<br />
<br />
=Client Chat Commands:=<br />
==sm_rmi==<br />
==sm_pick==<br />
==sm_dmusic==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Draftpick&diff=10187Draftpick2021-04-01T14:44:51Z<p>Xyaminou: </p>
<hr />
<div>Draftpick is a [[SourceMod]] plugin by [[Mikleo]], it is responsible for automatically balancing the players between teams using statistics gathered by [[Empstats]]. It includes four types of Draft.<br />
<br />
=Admin Chat Commands=<br />
==setcaptain==<br />
'''setcaptain''' is a chat command added by '''Draftpick''', it allows admins to pick a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /setcaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /setcaptain Xia - will make Xiam captain.<br />
<br />
==removecaptain==<br />
'''removecaptain''' is a chat command added by '''Draftpick''', it allows admins to remove a '''Captain''' during a '''Manual Draft''' or a '''Manual Squad Draft'''.<br />
*'''Syntax:''' /removecaptain "player"<br />
**Where "player" can be partial or full name.<br />
*'''Example:''' /removecaptain Xia - will remove Xiam from captains.<br />
<br />
==leavecaptain==<br />
==setteam==<br />
==reloadteams==<br />
==swapteams==<br />
==loadteams==<br />
==saveteams==<br />
==autopick==<br />
==sm_autobalance==<br />
==draft==<br />
==squaddraft==<br />
==autodraft==<br />
==autosquaddraft==<br />
==rankedmatch==<br />
==squadlimit==<br />
==sm_restartdraft==<br />
==pausedraft==<br />
==resumedraft==<br />
==drafttime==<br />
==teambalance==<br />
==reloaddraftmusic==<br />
<br />
<br />
=Client Chat Commands:=<br />
==sm_rmi==<br />
==sm_pick==<br />
==sm_dmusic==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Empfun&diff=10186Empfun2021-04-01T14:39:01Z<p>Xyaminou: Created page with "'''Empfun''' is a Sourcemod plugin by Mikleo, it adds a way to manipulate entities within the game and create custom scenarios. =Admin Chat Commands= ==create== ==sel..."</p>
<hr />
<div>'''Empfun''' is a [[Sourcemod]] plugin by [[Mikleo]], it adds a way to manipulate entities within the game and create custom scenarios.<br />
<br />
=Admin Chat Commands=<br />
==create==<br />
==selectent==<br />
==moveent==<br />
==rotateent==<br />
==removeent==<br />
==savescenario==<br />
==loadscenario==<br />
==settickets`==<br />
==setresources==<br />
==editent==<br />
==scenariovar==<br />
==scenariovotelist==<br />
==scenariovote==<br />
==cloneent==<br />
==shiftent==<br />
==grabent==<br />
==snapangle==<br />
==gridsize==<br />
==savepreset==<br />
<br />
=Variables=<br />
==ef_editblock==<br />
==ef_baseswap==<br />
==ef_scenario_vote_delay==<br />
==ef_scenario_vote_duration==<br />
==ef_scenario_vote_min_timeleft==<br />
==ef_scenario_vote_display_author==<br />
==ef_scenario_vote_display_description==<br />
==ef_scenario_vote_display_name==<br />
==ef_scenario_reload_map_config==<br />
<br />
***</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Ungrief&diff=10185Ungrief2021-04-01T14:34:10Z<p>Xyaminou: /* ungrief */</p>
<hr />
<div>'''Ungrief''' is a [[SourceMod]] plugin by [[Theowningone]] and updated by [[Neoony]], it allows admins to teleport the [[Command Vehicle]].<br />
<br />
=Admin Chat Commands=<br />
==ungrief==<br />
'''ungrief''' is a [[chat command]] added by [[Ungrief]], it teleports the [[Command Vehicle]] where the admin that executed the command is looking. It will displays a chat message notifying the players that the [[Command Vehicle]] has been teleported.<br />
<br />
===Syntax===<br />
*'''/ungrief''' "team"<br />
** "team" is either NF or BE.<br />
'''<br />
===Examples===<br />
*'''/ungrief NF''' - will teleport the Northern Faction Command Vehicle to where you're looking.<br />
*'''/ungrief BE''' - will teleport the Brenodi Empire Command Vehicle to where you're looking.<br />
<br />
===Permission Level===<br />
[[Custom1 (o)]]</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Ungrief&diff=10184Ungrief2021-04-01T14:30:15Z<p>Xyaminou: Created page with "'''Ungrief''' is a SourceMod plugin by Theowningone and updated by Neoony, it allows admins to teleport the Command Vehicle. =Admin Chat Commands= ==ungrief=="</p>
<hr />
<div>'''Ungrief''' is a [[SourceMod]] plugin by [[Theowningone]] and updated by [[Neoony]], it allows admins to teleport the [[Command Vehicle]].<br />
<br />
=Admin Chat Commands=<br />
==ungrief==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Votetime&diff=10183Votetime2021-04-01T14:27:01Z<p>Xyaminou: Created page with "'''Votetime''' is a SourceMod plugin by Mikleo, it adds commands to control the commander vote timer. =Admin Chat Commands= ==votetime== ==pausevote== ==resumevote==..."</p>
<hr />
<div>'''Votetime''' is a [[SourceMod]] plugin by [[Mikleo]], it adds commands to control the commander vote timer.<br />
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=Admin Chat Commands=<br />
==votetime==<br />
==pausevote==<br />
==resumevote==<br />
==forceresumevote==<br />
==resettime==<br />
==endvote==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=Surrender&diff=10182Surrender2021-04-01T14:25:05Z<p>Xyaminou: Created page with "'''Surrender''' is a SourceMod plugin by Neoony, it allows players to trigger a vote to surrender which if successful destroys their Command Vehicle.<br /> =Clie..."</p>
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<div>'''Surrender''' is a [[SourceMod]] plugin by [[Neoony]], it allows players to trigger a vote to surrender which if successful destroys their [[Command Vehicle]].<br /><br />
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=Client Chat Commands=<br />
==surrender==<br />
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=Admin Chat Commands=<br />
==sre==<br />
==srd==</div>Xyaminouhttps://wiki.empiresmod.com/index.php?title=NCEV&diff=10181NCEV2021-04-01T14:22:20Z<p>Xyaminou: </p>
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<div>'''No Commander Extend Vote''' or '''NCEV''' for short is a [[SourceMod]] plugin by [[Neoony]], it automatically detects commanders and only allows the game to start if both teams have a commander. <br /><br />
'''NCEV''' is also responsible for disabling spectators during the commander vote and re-enabling it later during the game. <br /><br />
And finally it also manages alltalk during the commander vote, alltalk is ON until both teams have a commander. <br />
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=Admin Chat Commands=<br />
==nce==<br />
==ncd==</div>Xyaminou