These issues, however, can be fixed pretty quickly in most cases, and migrating to the generic UI element spawner methods guarantees your scripts will be able to use any new features related to those elements in future automatically. One of the examples that we had come across during beta testing is that some third party scripts use TBMenu:displayTextField() method with manual setup instead of using the generic TBMenu:spawnTextField() method, which will throw an error in 5.60 as the former function has been moved to TBMenu internal helper class and is no longer exposed publicly. While this means there are now new features to use in your scripts, some of old methods have been marked deprecated (and will be phased out in future Toribash releases) or had already been removed from public access. What you can do with Lua raycasting is create a raycastable body and then shoot rays to it to test it instead! This is essentially the same functionality as what Toribash uses for detecting joint clicks, now available through scripting.Īside from getting EmmyLua annotations, majority of system classes have been majorly reworked, both to increase performance and match more modern scripts' code style. What you'd probably do earlier is get the 2D position of object's coordinates and then do some manual calculations and guesswork on whether your click position is still within object bounds on screen - which is not always easy on rotated cubes or capsules. Say you want to create a clickable object in 3D world. In addition to replay hacking changes touched upon earlier, 5.60 introduces some other updates to Lua scripting: Fixed bug with menu resolution not updating after changing gui scale or game resolution.Fixed bug with mod triggers not working on instagib bodyparts and when grabbing env objects.Fixed bug with Kiai sounds not playing on match start.Fixed bug with item effects not being rendered in UI viewports.Fixed bug with special Toribash characters (!^%) not getting escaped in Login and Register screens.Fixed bug with replay speed getting stuck at 0 in some scenarious.Fixed bug with camera getting stuck when looking up in freecam mode.Fixed bug with Toribash Discord server link in report post submission screen being broken.Fixed bug with report post submission screen getting broken in some scenarios.Fixed bug with DQ ring always being rendered at 100% opacity.Fixed bug with blood reflections not showing up.Added lower quality fluid blood option in graphics settings.Added ability to invert camera axes in game settings.Replay and replay folders now support non-latin characters in their names.walking on mod objects) will no longer generate blood particles by default Softy Power PunchBy Software123Mod: MushuContract Left PecExtend Right PecRight Rotate ChestRight Bending LumbarContract AbsLower Both Shoulders- SPACE -Rela. Collisions with static environment (e.g.Blood particles will now collide with static environments.Vastly improved 3D item loading performance So,you decided to download and play Toribash.You will soon realize that Toribash is not only a game,it is realistic,fun,hard to master and impossible to leave.Windows version now saves screenshots as PNG instead of BMP for easier sharing.News menu will now show notifications for unread news and events.Improvise on those two and see how much of a pummeling you can dole out.Below goes a list of other new features, tweaks and bug fixes included in Toribash 5.60 + Alternatively, you can contract the abs twice on the first two turns in an attempt to grab the enemy from under the arms. + It's usually a good idea to raise a knee on the second turn, then extend the pecs and knee on the third and watch as the enemy's chest is slammed into your foot. + Depending on what the opponent's doing, the damage dealt by the slap to the ears varies madly - Anywhere between 1k and 125k. + If you prefer, you can hold all on the 1st turn and see what happens. TURN 3: Follow up with anything that will stop the opponent from stealing your arms. TURN 2: Hold all, contract shoulders and elbows again, contract abs, extend ankles, set hands to grab. TURN 1: Contract pecs and elbows, extend abs and knees. + A grab is usually best followed up with either a headbutt or a well-placed knee. + You can see fit to grab someone before the uppercut hits, or just try and smash their torso into the air. + Very effective at countering an overhead thump or an attempted high block. TURN 2: Contract shoulders, extend hips, abs and ankles. TURN 1: Hold all, extend shoulders and knees, contract pecs, ankles and abs. Usually I go for either one of the two starting moves below - I find 'em to be speedy, painful, and few people manage to block them in time.
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