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Bounce Pads
Dynamic Entity (Backer) entity { entityDef invasion_bouncepad_back_1 { inherit = "func/dynamic"; class = "idDynamicEntity"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPooling = false; e...
Projectiles
gameresources\generated\decls\projectile\projectile\player\chaingun_turret.decl Add the following to fix the Mobile Turret infinite sound loop bug. { inherit = "projectile/base/bullet"; edit = { fireSoundStart = "play_pistol_hand_cannon_fire"; // fire...
Cueballs
gameresources\generated\decls\md6def\md6def\characters\monsters\zombie_cueball\base\zombie_cueball.md6.decl Cueballs should instantly explode on death. anim "md6/characters/monsters/zombie_tier1/base/motion/death/moving_forward/hit_front/head_02.md6anim" {...
Tyrants
e5m1_spear\generated\decls\aimovementgraph\tyrant.decl Tyrants should not be able to walk because that causes clients to crash. { edit = { } }
Damage
gameresources_patch2\generated\decls\damage\damage\firearm\chaingun.decl Apply changes to any desired damage decl. { edit = { damageParms = { weaponDamageType = "PLAYER_WEAPON_CHAINGUN"; bulletPenetrationData = { demonPlayerBlocksPenetratio...
Sync Melee
gameresources_patch1\generated\decls\entitydef\syncmelee\pinky_3p.decl Pinky Spectres need to be added as a third-person participant. { inherit = "syncmelee/base"; editorVars { placeable = false; } edit = { renderModelInfo = { model = "md6d...
Cursed Prowlers
e5m1_spear_patch2\generated\decls\aicomponent_prototypes\aicomponent\prowler_cursed.decl Some of the curse effects do not apply to clients. This decl change will make it consistent for both host and client. { edit = { curseArmorInfo = { armorBuffMod...
Bullet Casing Collision
gameresources_patch1\generated\decls\md6def\md6def\objects\weapons\heavy\chaingun.md6.decl Bullet casings should not spawn because they have collision with the hitscan tracers. anim "md6/objects/weapons/heavy/chaingun/motion/player/human/base/core/shootsta...
FX
All of these changes reduce lag for client players. gameresources\generated\decls\fx\weapon\gauss_cannon\projectile_destroyer.decl item[10] = { name = "rock_debris"; group = "explosion"; type = "FX_DESTRUCTIBLE"; startCondition = { ...
RenderParms
gameresources_patch1\generated\decls\fx\player\tp_body.decl Green render highlight for Slayer vs Slayer. item[85] = { name = "highlight_tint"; group = "highlight"; type = "FX_RENDERPARM"; startCondit...
Teleporters
Timeline The timeline is only required for teleporter cooldowns. entity { layers { "game/pvp/demon_team" // Applies only to Demon Players } entityDef invasion_portal_timeline_1 { inherit = "target/timeline"; class = "idTarget_Timeline"; expand...
Playable Slayers
Replace Archvile actorModifier to Slayer gameresources_patch1\generated\decls\actormodifier\actormodifier\pvp\demon\archvile.decl { edit = { displayName = "#str_decl_actormodifier_become_slayer_name_GHOST53519"; description = "#str_decl_actormodifier...
Playable Demons
Info entityDef decl locations for each demon: gameresources_patch1\generated\decls\entitydef\player\demonplayer_archvile.decl gameresources_patch1\generated\decls\entitydef\player\demonplayer_dreadknight.decl gameresources_patch1\generated\decls\entityde...
Screechers
e5m1_spear\generated\decls\md6def\md6def\characters\monsters\zombie_tier1\base\zombie_tier1_berserk.md6.decl Additional FxConditions must trigger anim "md6/characters/monsters/zombie_tier1/base/motion/death/moving_forward/hit_back/head_v1.md6anim" { ev...
Lootdrops
The lootdropcomponent decls would need to be adjusted. gameresources_patch1\generated\decls\lootdropcomponent\ai\default_ambient.decl { inherit = "ai/default"; edit = { droppableItems = { num = 28; item[0] = "lootdrop/health/health_low_kill"; ...
Chainsaw
gameresources\generated\decls\damage\damage\melee\sync_kill_chainsaw.decl Chainsaw will automatically give the player ammo instead of dropping ammo loot drops. { inherit = "damage/melee/sync_kill"; edit = { damageParms = { weaponDamageType = "PLAY...
Triggers
Trigger entity { entityDef trigger_volume_1 { inherit = "trigger/trigger"; class = "idTrigger"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPooling = false; edit = { demonPlayerCanAct...
Music
Event Call item[0] = { eventCall = { eventDef = "activateTarget"; args = { num = 2; item[0] = { entity = "heavy_music_timeline_1"; } item[1] = { string = "activate heavy music"; } } } } Entities entity { entit...
Pickups
Pickup For non-respawning pickups, only use the idProp2/idMover entities. idProp2 Remove the bindInfo if this is a self-respawning pickup. entity { entityDef deathmatch_pickup_mega_health_1 { inherit = "pickup/health/large"; class = "idProp2"; expa...
Network Replication
About Most entities have either networkReplicated = false; or networkReplicated = true; near the top of the entity outside the edit field. They determine how entities are broadcasted to clients, but they often create many visual issues or crashes when set t...