Version 7 vs 8
Version 7 vs 8
Edits
Edits
- Edit by Armanelgtron, Version 8
- Nov 11 2021 11:39 PM
- Edit by Armanelgtron, Version 7
- Nov 3 2021 12:04 PM
- ·fixed zombies not killing players, so that is longer on the list
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Content Changes
Content Changes
Here is an incomplete list of changes that may break some scripts and configurations when coming from sty+ct...
* Instead of `PLAYER_ENTERED`, you get `PLAYER_ENTERED_GRID` and `PLAYER_ENTERED_SPECTATOR`.
* PLAYER_GRIDPOS adds additional (rubber and speed) argument(s) before team.
Use `STYCT_COMPATIBILITY_LADDERLOG_PLAYER_GRIDPOS 1` to put those arguments after team.
* Instead of GRIDPOS_INTERVAL(?) it's PLAYER_GRIDPOS_INTERVAL. (sidenote: there's also now a PLAYER_GRIDPOS_ON_TURN if you'd like, though the implementation of it will be improved in the future)
* Depending on how you match events, ONLINE_PLAYER may also match ONLINE_PLAYERS_ALIVE, ONLINE_PLAYERS_COUNT, and ONLINE_PLAYERS_DEAD
Workaround:
```
LADDERLOG_WRITE_ONLINE_PLAYERS_COUNT 0
LADDERLOG_WRITE_ONLINE_PLAYERS_ALIVE 0
LADDERLOG_WRITE_ONLINE_PLAYERS_DEAD 0
```
* Blast zones kill players
* SPAWN_ZONE uses color arguments out of 15. Strangely, SET_ZONE_COLOR did not get the same treatment.
Use `STYCT_COMPATIBILITY_SPAWN_ZONE 1` to make colors be out of 1 instead of 15.
* ONLINE_PLAYER adds access level and logged in flags before ping, though I don't think many scripts actually depend on this so it may be moved around in the future...
Also probably worth mentioning, but not necessarily breaking:
* the rate of rubberzones are no longer tied to the current FPS. They're instead tied to RUBBERZONE_RATE. Something to keep in mind if you changed your DEDICATED_FPS and depend on that for rubber zones, you'll need to tweak the rate of the rubberzones.
* RESPAWN_PLAYER no longer requires the message flag argument. As of r1134/z2698 It will attempt to auto detect if it is in use, however.
Here is an incomplete list of changes that may break some scripts and configurations when coming from sty+ct...
* Instead of `PLAYER_ENTERED`, you get `PLAYER_ENTERED_GRID` and `PLAYER_ENTERED_SPECTATOR`.
* PLAYER_GRIDPOS adds additional (rubber and speed) argument(s) before team.
Use `STYCT_COMPATIBILITY_LADDERLOG_PLAYER_GRIDPOS 1` to put those arguments after team.
* Instead of GRIDPOS_INTERVAL(?) it's PLAYER_GRIDPOS_INTERVAL. (sidenote: there's also now a PLAYER_GRIDPOS_ON_TURN if you'd like, though the implementation of it will be improved in the future)
* Depending on how you match events, ONLINE_PLAYER may also match ONLINE_PLAYERS_ALIVE, ONLINE_PLAYERS_COUNT, and ONLINE_PLAYERS_DEAD
Workaround:
```
LADDERLOG_WRITE_ONLINE_PLAYERS_COUNT 0
LADDERLOG_WRITE_ONLINE_PLAYERS_ALIVE 0
LADDERLOG_WRITE_ONLINE_PLAYERS_DEAD 0
```
* Blast zones kill players
* SPAWN_ZONE uses color arguments out of 15.
Use `STYCT_COMPATIBILITY_SPAWN_ZONE 1` to make colors be out of 1 instead of 15.
* SET_ZONE_COLOR uses color arguments out of 15.
Use `STYCT_COMPATIBILITY_SET_ZONE_COLOR 1` to make colors be out of 1 instead of 15.
* ONLINE_PLAYER adds access level and logged in flags before ping, though I don't think many scripts actually depend on this so it may be moved around in the future...
Also probably worth mentioning, but not necessarily breaking:
* the rate of rubberzones are no longer tied to the current FPS. They're instead tied to RUBBERZONE_RATE. Something to keep in mind if you changed your DEDICATED_FPS and depend on that for rubber zones, you'll need to tweak the rate of the rubberzones.
* RESPAWN_PLAYER no longer requires the message flag argument. As of r1134/z2698 It will attempt to auto detect if it is in use, however.
Here is an incomplete list of changes that may break some scripts and configurations when coming from sty+ct...
* Instead of `PLAYER_ENTERED`, you get `PLAYER_ENTERED_GRID` and `PLAYER_ENTERED_SPECTATOR`.
* PLAYER_GRIDPOS adds additional (rubber and speed) argument(s) before team.
Use `STYCT_COMPATIBILITY_LADDERLOG_PLAYER_GRIDPOS 1` to put those arguments after team.
* Instead of GRIDPOS_INTERVAL(?) it's PLAYER_GRIDPOS_INTERVAL. (sidenote: there's also now a PLAYER_GRIDPOS_ON_TURN if you'd like, though the implementation of it will be improved in the future)
* Depending on how you match events, ONLINE_PLAYER may also match ONLINE_PLAYERS_ALIVE, ONLINE_PLAYERS_COUNT, and ONLINE_PLAYERS_DEAD
Workaround:
```
LADDERLOG_WRITE_ONLINE_PLAYERS_COUNT 0
LADDERLOG_WRITE_ONLINE_PLAYERS_ALIVE 0
LADDERLOG_WRITE_ONLINE_PLAYERS_DEAD 0
```
* Blast zones kill players
* SPAWN_ZONE uses color arguments out of 15. Strangely, SET_ZONE_COLOR did not get the same treatment.
Use `STYCT_COMPATIBILITY_SPAWN_ZONE 1` to make colors be out of 1 instead of 15.
* SET_ZONE_COLOR uses color arguments out of 15.
Use `STYCT_COMPATIBILITY_SET_ZONE_COLOR 1` to make colors be out of 1 instead of 15.
* ONLINE_PLAYER adds access level and logged in flags before ping, though I don't think many scripts actually depend on this so it may be moved around in the future...
Also probably worth mentioning, but not necessarily breaking:
* the rate of rubberzones are no longer tied to the current FPS. They're instead tied to RUBBERZONE_RATE. Something to keep in mind if you changed your DEDICATED_FPS and depend on that for rubber zones, you'll need to tweak the rate of the rubberzones.
* RESPAWN_PLAYER no longer requires the message flag argument. As of r1134/z2698 It will attempt to auto detect if it is in use, however.