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Congratulations team on this release of plus, you have really gotten it right this time.
Now I'm just wondering about the diminished range of power bouncer, and why is the toaster power up color changed? |
I don't know about the bouncer, but the colour of the toaster powerup (the monitor) has been changed because it was the only powerup that used the colours of the not-powered up version instead of the powered up one. (Compare purple bouncers, red RFs, yellow/blue seekers, etc.)
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What happened with fast fire and Blaster PU colors? I noticed something different there, too, but can't figure out what :P
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Depends. Are you playing with Spaz, perhaps?
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I'm pretty sure powered bouncers got fixed in the hotfix. Or perhaps only vertical got fixed. Sigh.
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Powered-up bouncers are fired with exactly the same
xSpeed/xAcc/ySpeed/yAcc/counterEnd values they ever were. |
I think they're just trying to get us to change powered-up Bouncers so they would bounce through the level indefinitely.
Now that I think of it, that's a nice idea for a scripted level. Give every player 10 bouncer bullets that, once shot, keep on bouncing around until hurting someone or destroying something. When the player fires an 11th bullet, the oldest disappears. Could make levels very dangerous! :) |
I was thinking recently that it wouldn't be very hard to introduce a third level of powerups via scripting.
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How about an RF Powerup that makes it have infinite range like in JJ1? Because I never find JJ2 RF useful outside of a few multiplayer situations, but JJ1 RF is infinitely useful(Especially on the harder difficulties).
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I find powered RF useful against the Devan boss (2nd stage).
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Usually, if I want to destroy Devan, I abuse Seekers, Bouncers, or the powered up Blaster, depending on what's available.
However, my Jazz playstyle is unique in many ways, so maybe I'm alone in my lack of interest in the way RFs work. But my primary reason for not liking it is that the range is way too tiny. |
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Robo: RFs have a much, much larger range if you move horizontally while firing them. |
Terrible idea: palshift the fastfire sprites in accordance to the player's gun color.
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Well hey now, that only works for up to 4 weapons :P
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You'd need to use
jjPLAYER::hurt, though, since bullets can't do more than two damage without DA turned on. |
For me, the color change to toasty power-up crate is game-breaking... Light blue and red looked better! Plus is meant to fix bugs, but instead plus takes away what made Jazz2 a good game to start with. Sike nää, I'm just trolling a bit, sorry.
Anyway, Borgia posted the following on JJNet, I think people in this thread would like to read Borgia's comment: Quote:
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#2 happens because the Sucker Tube in question has had "Trig Sample" set to 2 (for no reason at all), which is equal to setting "Become Noclip" to 1 in JJ2+. Not much can be done about it other than editing the level, sorry.
I can't reproduce #1. |
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Hi guys!
I have problem with the Mouse Aiming. The Mouse Aiming is don't work in Single Player mode, because I'm vainly switch on the Mouse Aiming option and switch to Kbd/Mouse control scheme the game is doesn't care about it. Thanks if you can fix it. |
That's working as intended. If you consult the readme, you'll notice there are in fact two separate settings,
/mouseaim and /allowmouseaim. You can turn on the first one at any time in any gamemode, but the second one must be turned on by the server or (in a local game) the level. Otherwise you'd be able to use the mouse in any level you pleased, completely messing up the gameplay. |
You can use mouse aim in SP freely if you host the level in a local coop server. (It has some unwanted side effects but you're already changing the gameplay, so whatever.)
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Okay. Thanks the help guys. :)
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Sorry again for trolling, I just have to report some bugs.
Playing CTF online with mouse aim: -I switched mouse aim off and I couldn't chat anymore. Turned mouse aim on again and could chat again -At one point during some 3v3 randomly, I suddenly couldn't use any keyboard controls at all (mouse controls still worked) and had to close JJ2 and rejoin |
Keys randomly stopping to work... have you checked the batteries of your keyboard? (if applicable)
Sorry, lame question! Couldn't resist :p But you never know... Anyway, if that's not it, then hmm, interesting =) |
No trouble there, I didn't use battery power.
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Hi guys. I bumped into a problem when I was writing a custom gun script. When noFire is True, AS won't let me test for keyFire. Can you please solve this one for me? Thanks in advance...
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That's how it works, yes. If you don't want keyFire to be disabled, don't set noFire to true.
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But I don't want the player to fire the original weapon's bullet, neither do I want the sound.
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Then set keyFire to false.
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Wh-wh-what....??? :confused: Whatever. I have a request: can you please add something like "alreadyJumped" to AS?
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This reminds me, I've been thinking it would be good to refill Spaz' double jump when he touches the ground, instead of when he jumps. It's rather annoying when I want to walk off a cliff but have to jump straight up first. |
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I'm also confused as to what you intend to do with this information in the first place... |
Perhaps a script which fixes Spaz's double-jump? Or gives Jazz/Lori a double-jump?
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I have a question. How can I do in AngelScript to know what player number is using. Like:
jjChat("/ptrigger " + *PLAYER NUMBER* + " 1 on"); |
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