Update to add handful of new units! #7
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Added:
-Grenadiers - Combine SMG units which cannot shoot and instead throw grenades every 3 seconds,
will push enemies until they are in range
-Stalkers - Stalkers with "center mass" targetting and higher than normal damage
-Combine snipers - A combine sniper parented to a rebel npc
-Aegis shield troopers - Combine SMG units with a shield that blocks enemy bullets and lets friendly bullets through
-Rollermines - Rollermines that can be shot and die after 90 seconds automatically
-Half life 2 hunters
-Half life 2 antlion worker (acid spitters)
-Antlion guards and manhacks now have their own spawn function because I broke their death timers somehow (I didn't touch it they just stopped working idk what happened)
-Descriptions for new mobs
-Network string to display aegis shield trooper hit effect
-Fix for antlion workers not being defined in NPC list (probably not needed if half-life 2 is legitimately installed)
-gm_sts_particles map particle file for hunters and antlion workers (probably not needed if half life 2 is legitimately installed)
Changed:
-The unit spawn behavior was modified to handle mobs with custom spawn functions. If a mob has a spawn function defined,
it will use that to spawn itself instead of a map template
from DMG_CRUSH
Bug fixes:
This has been fixed (hopefully).
Theres probably other small things I'm not remembering