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Kered13 last won the day on February 18 2016

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About Kered13

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  • Birthday 12/08/1989

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  1. Would also be great if you could add filtering by player name, map, and (if possible) rank, and some sorting options.
  2. This is why when I wrote my item timers script (that timed armors you picked up and your mega) I posted it on the forums. If stuff like this is going to be possible, it definitely shouldn't be private. But the thread got removed, so I guess I get to have an item timer script and other players don't. ¯\_(ツ)_/¯ (for what it's worth, I don't use it, but I still have the code.) This sounded really weird when I read it, but after thinking about it I guess this would make the style of play where you just constantly damage yourself to suck up all the armors on the map less effective, which I really hate because I think it gives the in control player too much of an advantage (the in control player already has an enormous advantage). Yeah, since you can easily hear armor pickup sounds from anywhere on the map the skill of tracking items you don't control becomes completely robotic. Hear sound, check timer, add or subtract 25. It's no wonder that people are using scripts for it. Delaying pickups to throw off your opponent's timing doesn't work because it's incredibly obvious when you've picked up an armor and when you haven't. They should greatly reduce the range you can hear pickup sounds from so that you can't hear them from across the map, even if you've swapped out the sound files.
  3. I encountered this a couple times last night. A related bug: I was in an a1v1 match, and we were 5-5 and playing to a two point lead. Then a third player joins in the middle of the round. He wins the round, it's now 5-5-1. The next round is myself versus the new player, he wins again, then the game ends and I win, presumably because I'm 5-2 on the player I just played. The game ignored the fact that the other player, who had been playing from the start, also had 5 wins, and I won the game even though I lost the last round. It seems to me that new players just shouldn't be dropped into a1v1's at all.
  4. Each armor type already has a different pickup sounds. That's why you can replace them with even more different sounds. If they used the same file then you couldn't replace them separately.
  5. I've noticed that some players, such as myself, are not listed on the leaderboard. If you search my name it will show my profile and accurate, but no MMR. Any idea why?
  6. We can't? Oh god, no one's going to queue for proving grounds then.
  7. I just hope enough people use the proving grounds queue to make it useful. I know there are a lot of players out there who hate learning new maps.
  8. That doesn't work on W10 or if Aero is enabled on W7.
  9. What's wrong with 421 and Sanctum? I certainly find them more fun to play than Catalyst. I'd definitely like to see a map rotation. I enjoy learning new maps and it helps keep the game from becoming boring (yes playing Catalyst 24/7 becomes boring). I understand the concern with putting untested maps into the rotation, but if no one is going to test them outside of the rotation, I don't think there's another choice. So either top players need to start regularly testing new maps, or new maps need to be added to the rotation to force people to play on them, so they can get some actual testing. There's no money on the line in the competitive ladder, so I really don't care about complaints about being forced to play on new maps either.
  10. Xonotic did that. I think it had like 3 different explosive weapons, all with different properties.
  11. Adding options is pretty straightforward, just look at some other widgets for examples. The basic structure is that you define variables for your user options in self.userData inside your widget's inititalize function. In your drawOptions function you draw the options screen using the functions from the reflexcore library, which do thinks like drawing checkboxes, edit boxes, drop downs, sliders, etc. Each of these functions will take a current value and return a new value. Save the new value to self.userData and then call a function to save the new userData.
  12. Hey this widget looks a little familiar The code is familiar too (For the record, I don't mind)
  13. Looking at the host match code, it looks like it's supposed to remember your last bot settings. However there is a bug if Steam integration is enabled. The code to draw the host match menu checks to see if the selected map has navigation data, but workshop maps are not loaded until you open the map selection window. Since there is no map data loaded, it thinks that there is no navigation data and resets the bot data to empty, which also clobbers your saved bot data. To answer the larger question, yes a widget like this is possible. The console variables "ui_menu_startbot1" to "ui_menu_startbot8" contains the bot data stored as a string. A widget can easily read or write to these values to change the bot settings. You can also get the bot information during a match from the botSkill field of a player table.
  14. These are some useful global objects and functions: world: Contains a lot of useful data on the state of the game such as game mode, timer, item timers (if enabled), team data, etc. players: Contains the data for all the players connected to the server. getPlayer: Returns the player object for the player that is currently being played or observed. getLocalPlayer(): Returns the player object for the client's player. deltaTimeRaw: The time (in seconds) since the last frame. Useful mostly for animations. gamemodes: Contains information on the different game modes, such as the mode name and is a team mode. widgets: Contains the names and some information for all the loaded widgets. You can iterate over this to get widget names and use _G[widgetName] to get the object for that widget ("_G" is the global object in Lua). Note that at least the world and players objects are new objects on each frame (so if you say "foo = world" then inspect foo on a later frame, it will not have changed). It can also be good to check existing scripts in the workshop and these forums. I'm not sure what you mean by the first part. If you have a MyWidget:Foo() function defined, you can call it from anywhere in the file that defines it or any other file that transitively requires the file that defines it. MyWidget:initialize() and MyWidget:draw() are the typical entry points to your code, but not the only possible ones. The second part is just standard Lua. A function definition that starts like MyWidget:foo() is syntactic sugar for, and calling MyWidget:foo() is syntactic sugar for calling You could if you wanted (but please don't actually do this) define your function as, use "this" instead of "self" inside the function, and call it like MyWidget:foo() and it would work. You can also call and now "self" inside the function foo will be SomeOtherWidget (this is useful for implementing a sort of pseudo-inheritance, where SomeOtherWidget is a subclass of MyWidget). Lastly, the formatting on these forums is still a steaming pile of shit, and whoever is maintaining the forums needs to go back to standard BBCode. I literally had to edit this post five times to make the last two paragraphs not get lumped into the last quote. I would rather use plaintext with no formatting at all than this piece of shit formatting system (but of course, even that is not possible).
  15. KeredVolume This is pretty simple, but I find myself changing s_volume often, usually to balance it with music in the background, or to turn it off when Reflex is minimized, so I put this together. You can bind keys to volume up, down, and mute, and it provides an on-screen display like a TV. I also tried to make the sound curve smooth, so it doesn't just change in constant increment of s_volume (it actually uses an exponential curve). The link above is to the addon on the Steam Workshop, you'll also need my OptionsGadgets and Utils addons (linked in the workshop description). The source code is also available on my BitBucket.