April Fools Update: The Zombie Heist
Happy 1st of April (or rather, the day after, because I had to make sure stuff didn't breakːmissingː)
Do your best and rob the bank!
This gamemode only has 1 map, since it was simply created for this event gamemode. Once the event is over, it will be moved over to Workshop, so it won't stick around for too long :)
You can access this gamemode by going into Host Game > Campaign > Select a session > Zombie Heist. You can also run the map by writing "map hst_bank" in the console.
The premise is pretty simple, you pick your class and equipment and rob the bank. The escape vehicle will be available once you hit 1m (1 million) in total cash. The round will restart once everyone has escaped.
All right, now that's over with- let's go over what's new on this update!
[h3]Custom GameMode Support[/h3]
Contagion now supports custom gamemode candidates, which means anybody can now create their own gamemode using Angelscript!
Even though this may be an April fools update, it not only contains the "haha, stupid gamemode joke", it does come with many changes and tweaks! And a little tease towards the Barlowe Remake campaign that's nearly complete. The goal is to have it ready by May or June (if I need a little more time)!
Anyho, here is the little changelog for today's update!
*About Patreon / Ko-Fi Rewards:
If you have supported via Patreon and/or Ko-Fi and don't have your rewards, please make sure to send me a Direct Message (DM) via said platform with your SteamID (or the direct link to your Steam Profile if you don't know how to obtain your Public SteamID), so I can give you your **rewards.
**The rewards will be shown once the event is over, or in May/June if you send it in after the event is over. If you have any further questions, you can either contact me via Monochrome Discord and/or Patreon/Ko-Fi DM.
[h3]Monochrome Discord:[/h3]
https://discord.gg/monochrome
Do your best and rob the bank!
Custom GameMode: Zombie Heist
This gamemode only has 1 map, since it was simply created for this event gamemode. Once the event is over, it will be moved over to Workshop, so it won't stick around for too long :)
You can access this gamemode by going into Host Game > Campaign > Select a session > Zombie Heist. You can also run the map by writing "map hst_bank" in the console.
The premise is pretty simple, you pick your class and equipment and rob the bank. The escape vehicle will be available once you hit 1m (1 million) in total cash. The round will restart once everyone has escaped.
All right, now that's over with- let's go over what's new on this update!
[h3]Custom GameMode Support[/h3]
Contagion now supports custom gamemode candidates, which means anybody can now create their own gamemode using Angelscript!
Even though this may be an April fools update, it not only contains the "haha, stupid gamemode joke", it does come with many changes and tweaks! And a little tease towards the Barlowe Remake campaign that's nearly complete. The goal is to have it ready by May or June (if I need a little more time)!
Anyho, here is the little changelog for today's update!
Changelog
- *Added Patreon and Ko-fi Rewards (and credits, can be found under Extras)
- Added new survivor models `military01` and `military02`
- Added missing LOD's for foliage models to fix FPS drops.
- Added 1st april gamemode 'zombie heist', available under Host Game > Campaign. Or by using map hst_bank
- Added missing textures for ce_laststop_04 and 04b (campaign UI textures)
- Added Angelscript support for the Client. You can now have custom ingame UI
- Added Glow support for `OutlineItem` MaterialProxy, to make sure custom assets are still supported.
- Added red glow for dead players, if you have a defibrillator.
- Added Client-side Angelscript functions:
- Added `void ClientUtils.DrawDefaultHUD(bool bEnabled, ASHUDDrawState eDrawState);`
- Added `void ClientUtils.GetGamemodeInfo(const string &out maptag, const string &out name, int &out candidate);`
- Added `int ClientUtils.GetIDTarget();`
- Added `int ClientUtils.GetTargetAmmo(int iTargetID);`
- Added `int ClientUtils.GetTargetHealth(int iTargetID);`
- Added `int ClientUtils.GetTargetMaxHealth(int iTargetID);`
- Added `const string ClientUtils.GetTargetName(int iTargetID);`
- Added `int ClientUtils.GetTargetTeam(int iTargetID);`
- Added `void ClientUtils.UseCampaignScoreBoard(bool bEnabled);`
- Added `void DrawASUI.Draw();`
- Added `void ClientUtils.DrawDefaultHUD(bool bEnabled, ASHUDDrawState eDrawState);`
- Added Server-side Angelscript functions:
- Added `void ASGameEvent.SetBool(const string keyName, uint64 Value);`
- Added `void ASGameEvent.SetFloat(const string keyName, uint64 Value);`
- Added `void ASGameEvent.SetInt(const string keyName, uint64 Value);`
- Added `void ASGameEvent.SetName(const string Value);`
- Added `void ASGameEvent.SetString(const string keyName, uint64 Value);`
- Added `void ASGameEvent.SetUint64(const string keyName, uint64 Value);`
- Added `void ASGameEvent.FireEvent();`
- Added `void ICustomGameMode.RegisterEvent(const string &in szEvent);`
- Added `void ThePresident.GiveWeaponToSurvivor(CTerrorPlayer@ pTerror, array List, LimitTypes eType, bool &in bRequired);`
- Added "void GetAttachment(const string &in strAttachment, Vector &out vecOrigin, Vector &out vecForward, Vector &out vecRight, Vector &out vecUp )"
- Added "void CBaseEntity.FireOutput( const string &in szInput, const float &in flDelay, CBaseEntity @pActivator, CBaseEntity @pCaller )"
- Added "const Vector CBasePlayer.GetEyePosition()"
- Added "enum table EEntityOffsetMode_t"
- Added "bool Utils.PointWithinViewAngle( const Vector &in vecOrigin, const Vector &in vecPos, const Vector &in vecForward, const float &in flHalfCosFOV )"
- Added "bool Utils.IsLineOfSightBetweenTwoEntitiesClear( CBaseEntity @pSrcEntity, EEntityOffsetMode_t nSrcOffsetMode, CBaseEntity @pDestEntity, EEntityOffsetMode_t nDestOffsetMode, CBaseEntity @pSkipEntity, int nCollisionGroup, int nTraceMask, float flMinimumUpdateInterval, bool bSkipDestinationEntity )"
- Added "void CTerrorPlayer.SetArmor( int value )"
- Added "void CTerrorPlayer.SetMaxArmor( int value )"
- Added "int CTerrorPlayer.GetArmor()"
- Added "int CTerrorPlayer.GetMaxArmor()"
- Added `void ASGameEvent.SetBool(const string keyName, uint64 Value);`
- Fixed cx_montclair navigation mesh not being correct
- Fixed "mp_roundlimit" cvar causing an error on the client side (client shouldn't even have the damn cvar)
- Fixed "achievement_clear" being duplicated to the server side, when its a client concommand
- Fixed ce_barlowe and ce_barlowe_christmass having way too many zombies at the bank
- Fixed a rare crash bug on Campaign UI if you only had 1 map
- Fixed a rare bug where you would get soft locked if you planted a upgrade package
- Fixed fire particles eating away the FPS
- Fixed a few smoke particles having the same issue as fire particles where they ate away the FPS
- Fixed Black Screen issue when x2 MSAA or higher was enabled.
- Fixed `survivor01`, `survivor02`, `survivor03` and `survivor04` not having a physics mesh
- Updated wall_cam01_animated model, added missing "loop" value for it's animation and attachments
- Updated DrawASUITypeEnum, added UI_CenterTop and UI_CenterBottom
- Updated Turkish translations
- Updated Italian translations
- Updated English translations
- Updated `Golden Wrench` for `$50` supporters, now it actually looks like a golden wrench.
- Updated `ce_laststop_04`, it's now split in 2. Park section and onwards is `ce_laststop_04b`. This should also fix some FPS problems on the map.
- Deprecated `SetGlow` with `SetOutline` on Angelscript. `SetGlow` will be removed in the future.
- Converted all `OutlineLitGeneric` to `VertexLitGeneric`. Previous shader caused the texture to load twice, wasting double the memory, when it shouldn't.
*About Patreon / Ko-Fi Rewards:
If you have supported via Patreon and/or Ko-Fi and don't have your rewards, please make sure to send me a Direct Message (DM) via said platform with your SteamID (or the direct link to your Steam Profile if you don't know how to obtain your Public SteamID), so I can give you your **rewards.
**The rewards will be shown once the event is over, or in May/June if you send it in after the event is over. If you have any further questions, you can either contact me via Monochrome Discord and/or Patreon/Ko-Fi DM.
[h3]Monochrome Discord:[/h3]
https://discord.gg/monochrome