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Superfighters Deluxe News

Superfighters Deluxe 1.3.5 is out!

ScriptAPI:

* Updated Game.GetObjectsByArea(...) to include a second parameter (PhysicsLayer.Active | PhysicsLayer.Background | PhysicsLayer.All) to be able to get objects from the background Box2D world (where FarBg objects and PathNode objects are).
* Added IObject.GetPhysicsLayer() to be able to read if an object is in the Background or Active Physics layer.
* Added CollisionFilter.AbsorbProjectile and RayCastInput.AbsorbProjectile to be able to filter if projectiles are absorbed on hit or not.
* Added float IObjectWeaponItem.DespawnTime, void IObjectWeaponItem.SetDespawnTime(int despawnTimeMs), bool IObjectWeaponItem.Despawning, IObjectWeaponItem.BreakOnDrop, IObjectWeaponItem.SetBreakOnDrop(bool value) to be able to control how items are despawned (with a few exceptions, see the ScriptAPI documentation for details).
* Added IPlayer.InThrowingMode to be able to see if the player has toggled to throwing mode.
* Added IObjectTimerTrigger.ResetTrigger(), IObjectTimerTrigger.StopTimer(), IObjectTimerTrigger.StartTimer(), IObjectTimerTrigger.IsTimerRunning to be able to stop/start/reset timers through code.
* Added IObjectAlternatingTrigger.ResetTrigger() which restarts the trigger at the first item.
* Added IObjectWeaponItem IPlayer.Disarm(WeaponItemType weaponType, Vector2 velocity) to be able to make players drop any weapon at any time.
* Added IPlayer.DealDamage(float damage) to be able to deal "misc/other" damage according to the built in rules for players in the game.
* Added Events.PlayerWeaponAddedActionCallback, Events.PlayerWeaponRemovedActionCallback to be able to listen when items are added or removed from player equipment (for example when a player grabs items, drops items, or throws items, or when a script removes/adds items etc.). See documentation for more details.
* Added IPlayer.GetWeaponMuzzleInfo(..), IPlayer.GetWeaponLazerInfo(..) to get world position and direction from an equipped weapon to be able to read where projectiles should be spawned if you're creating custom projectiles.
* Added Game.WriteToConsole(param object[] message) and Game.WriteToConsoleF(string format, param object[] args) for some quicker formatting.
* Fixed a NullReferenceException when using Game.CreateObject() in ObjectDamageCallback.
* Fixed a bug where LocalStorage and GlobalStorage wouldn't properly save empty arrays, causing them to be read as an array of length 1.
* Fixed a bug where damage from SawBlades and StreetsweeperBlades would count towards TotalMeleeDamageTaken instead of TotalOtherDamageTaken in the IPlayer.Statistics.
* Fixed the default "My Project" label in the documentation to "Superfighters Deluxe".

Superfighters Deluxe 1.3.4 is out!

* Added command "/MODERATORS" to be able to list all moderators in-game if you are the host.
* Added support to be able to assign passwords to moderators. This is done by right clicking on the moderator list in the server software OR by using the command "/SETMODERATORPASSWORD [X] [PASS]" where [X] is the shorthand index of the moderator (as displayed in the /MODERATORS command) and [PASS] is the new password.
* Fixed a bug where commands "/SETTEAMS" and "/SHUFFLETEAMS" wouldn't work in offline games.
* Fixed a red error message being displayed in the tutorial when dying for the first time.

Map Editor:
* Fixed a bug where you couldn't target OnPlayerDamageTriggers in the map editor from other triggers.
* Fixed a crash that could happen when clicking on buttons in the map while testing your map in the Map Editor.
* ScriptAPI: Added IPlayer.GetEnergy(), IPlayer.GetMaxEnergy() to read current energy from a player.
* ScriptAPI: Fixed a bug which prevented callback events from triggering other registered callback events correctly in certain situations.

* Other minor fixes.

Superfighters Deluxe 1.3.3 is out!

HAPPY HALLOWEEN!

* New Versus map: Old Warehouse.
* New Challenge: Return to Castle Sonnenfreude.
* Bots can now seek cover while shooting.
* Streetsweepers now have nameplates and team icons.
* Slightly lowered Streetsweeper spawn chance.

ScriptAPI:
* Added BotBehaviorSet.SeekCoverWhileShooting to control how likely a bot will take cover while shooting.
* Added IObjectStreetsweeper.SetShowNamePlate(), GetShowNamePlate() to determine if name plates should be visible or not (default true).
* Added IObjectStreetsweeperCrate.GetRandomWeapon(), SetRandomWeapon() to control if a spawned Streetsweeper should randomize its weapon.
* Now possible to set weapon type to "None" for Streetsweepers (map editor and code) (Added StreetsweeperWeaponType.None).

Superfighters Deluxe is now 33% OFF!

Attention superfighters! Superfighters Deluxe is now 33% OFF! Offer ends 1 October.

Superfighters Deluxe 1.3.2 is out!

* Two new Versus maps: The Narrows, Sector 8.
* One new Challenge: Rising Storm.
* Machine gun streetsweepers now have some inaccuracy when shooting, and flamethrower streetsweepers now have a slightly longer cooldown between burst.
* Bots will no longer shoot at rocket-riding players flying away from them.
* Bots using a bazooka or grenade launcher will now wait for a brief moment after reloading, to prevent them from shooting instantly with these weapons.
* Basic bot rocket riding skills have been added for Hard and Expert bots.
* Fixed a bug where static molotovs would ignite everything in the map when destroyed.

ScriptAPI:
* Fixed several bugs where certain exceptions in map scripts and extension scripts would result in a crash or SFD freezing.
* BotBehaviorSet.RocketRideProficiency added, to control whether bots can perform basic rocket riding.
* Added Game.GetClothingItemNamesSkin(), Game.GetClothingItemNamesChestUnder(), Game.GetClothingItemNamesLegs(), Game.GetClothingItemNamesWaist(), Game.GetClothingItemNamesFeet(), Game.GetClothingItemNamesChestOver(), Game.GetClothingItemNamesAccessory(), Game.GetClothingItemNamesHands(), Game.GetClothingItemNamesHead() to be able to read all clothing items available.