Fixes some stuff from last update, adds a new over-the-shoulder camera mode, and more.
First of all, I lied, bots still don't respawn. The last update didn't change anything about that and this update doesn't either. I'll keep chipping away at it though.
Removed burst fire from the Autopistol. This is only temporary, but I think I should develop it more before I push it to the public.
Added over-the-shoulder view to replace vanilla thirdperson. Now you can see what you're aiming at and still be (kinda) accurate! It's definitely not perfect, but you can see it in action here:
Keep in mind that this still requires sv_cheats to be on, however a feature for servers to enable switching to it and forcing it to be on will be added soon.
Enabled/Added more movement ConVars and changed their default values a bit. You can make everyone on your server become Bunnyrabbit Sanic if you want. You can also make everyone a tank. It depends on your mood. All the commands enabled and/or added:⦁ hl2_walkspeed, _normspeed, and _sprintspeed determine how fast you move when you're holding alt, nothing, and shift respectively. For some reason normspeed doesn't seem to be able to change, but the others do. For reference, the default speed is 100 walk, 200 norm, and 300 sprint.⦁ sv_accelerate is how fast you ramp up to the base speed. It's now 7 by default.⦁ sv_airaccelerate is the same thing but in the air. This makes bunnyhopping more effective. It is still 10 by default.⦁ skm_bunnyhop allows you to autohop by holding the jump button down. This makes bunnyhopping much easier. It's off by default.⦁ sv_friction is how fast you slow down as you let go of the movement key. It's now 3 by default.
Added a combine ball alt-fire to the Pulse Shotgun. I wanted to do this for the darndest time and I did. Here's how it differs from the AR2's alt-fire:⦁ It takes up the same ammo as the primary fire, unlike the AR2. It takes 3 ammo out of your "clip".⦁ The ball that comes out of it has a fourth of the lifespan and size as the AR2's does.
I'm deciding between not making it a one-hit kill or removing the AR2's alt-fire because you don't get any at spawn anyway. I may also make it so there's a little bit of inaccuracy to the ball or make it shoot three balls in an arc instead of just one. I may even just remove it. IDK what to do though.
Added the SLAM to the Combine loadout. I think the weapon's kinda cool, and it's fitting with the Combine's high-tech(ish) arsenel. It might be too OP though. I'd just have to see.
Fixed the inconsistencies with the loadout system. No, Rebels, you can't get an AR2 by gaming the system. Same goes for you Combine too. No Autoshotties for you. I also made a global rule that every weapon's max ammo is 1 full clip and 2 clips of reserve (except for the sniper, crossbow, grenades, and slam, because their clips consists of a whopping 1 ammo), plus you can get another clip for your primary if you ditch your secondary and your secondary if you ditch your backup. For those asking "What about the backups", they already have max ammo so shaddap. Finally, you can't get the Combine Sniper from the loadout anymore because it's broken and I don't know how to fix it.
You can only spawn with certain weapons depending on what team you're on. Rebel weapons tend to be faster and have more ammo while Combine weapons hit harder and more accurately.
A loadout system. Change it with skm_loadout. It's a three-number code:
For the first two numbers (primary and secondary respectively) you can choose 0 for nothing (it doesn't work the way it's supposed to tho), 1 for a mid-ranged weapon (your SMG and Pulse Rifle), 2 for a short-ranged weapon (le shotgun), and 3 for a long-ranged weapon (your crossbow and sniper rifle). The second number also has 4 for grenades. The first number's weapon gets half reserve ammo, and the second number's weapons have no reserve ammo at all (except for grenades).
The third number (backup weapon) works like this: 0 is nothing (again, it doesn't work the way it's supposed to), 1 is melee, 2 is a low-powered gun (the pistols) and 3 is a high-powered gun (the magnum).
You can mess around with basic bots. They aren't like CS:S bots. At all. They're retarded. But hey, at least you can test out the weapons now.
You can zoom with the magnum. It's less than the crossbow or sniper rifle's zoom, but it's something.
Added regenerating health. It by default only regenerates to 20hp intervals (20, 40, 60, 80, 100), but you can change it and instead give a single limit point (like 50hp) or just do no limits. You can also change how fast you regen and how long you have to not get hurt in order to start regen. It's very customizable.
NEW WEAPONS OH GORSH
A new hud. It's pink. Shaddap. It's more centered than the vanilla hud, meaning it takes your eyeballs less work to get the info you need. Gotta give those visual organs a break. However, you can set it back to the default layout by changing some files around. I'll get to making it a ConVar eventually. A multiplayer advanced menu where you can adjust your viewmodel and also edit the loadout code without using the dirty, dirty console.
More will be added in later versions.
Find where Steam is installed, usually "C:\Program Files [+ (x86) on 64-bit)\Steam". Go into "SteamApps\sourcemods" and put the "skirmish" folder in this ZIP in there. Restart Steam. BLAMO FRIENDO
Hope you have fun. Report any problems to lonkrichard@gmail.com or Lonk Chase#9179 in Discord.
Note: I forgot I made the footstep sounds even longer delayed in this update. I'll bring it back to normal HL2DM in the next one. Sorry bb