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Fastball base dmg
Fastball base dmg










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Tanks are now drive much faster by default Sequences and idle animations now have walk frames! When a player collides with an NPC while ignore players is on, it no longer turns to look at the player's directionĬreature NPCs no longer attack props that had their collision disabled through the context menu Removed DMG_AIRBOAT and DMG_DIRECT from the default gib list as it made no sense to have these gib NPCsĪdded new AI: Player allied NPCs will now eventually become enemy if they witness the player killing x amount of allies (Default 3)Īdded animation linking system, allowing a developer to smoothly link unlimited number of animations togetherĪdded new behavior system for Tank NPCs -> If enemy is close then run over, if enemy is close but high up then move away to allow the gunner to fire, if enemy is very far then move towards itĪdded weapon aiming animations for human NPCs (Def: ACT_IDLE_ANGRY), this helps lessen the issue of playing firing animations without firingĪdded shell preparation system for Tank NPCs, allowing them to fire instantly if the shell is fully loaded, EX: If enemy hides and shell is reloaded & ready to fire, it will fire it as soon as it canĪerial & Aquatic NPCs can now be follow players, be medics, respond to call-for-help, be used by the NPC Mover Tool, Move to an investigation sound, etc!Īerial & Aquatic NPCs now accelerate and decelerate as they move to their destinationsĬompletely redid the AI for Aerial & Aquatic NPCs! Toronto’s pitching staff, spare the homers, had a solid outing led by starter Marek Deska.Added move frame velocity, object velocity, and sequence velocity to the NPC's corpse based on the NPC's current status, including death animations (Damage force is still added onto this velocity!)Īdded localized bone velocity to NPC's corpses if it is a bullet damage!Īdded more Source Hammer input support for the NPCs such changing health or starting an scripted sceneĪdded Source hammer output support to the NPCs (OnDamage, OnDeath, NPCKilled)Īdded level transition support to the SNPC Bases (Including Half-Life 1 & 2 campaign!)Īdded multi-damage type support for gib and flinch systems for NPCs!ĭMG_ALWAYSGIB is now detected, causing the NPC to forcibly gib if possible (Disabled for bullets)īase will now check for DMG_NEVERGIB, if detected, default types will be overridden and the NPC will NOT gib!

fastball base dmg

Byron Reichstein’s eighth-inning solo shot completed London’s scoring. Jonathan Solazzo added one more for Toronto with a solo shot to right in the bottom of the seventh. I was just happy to get some runs for the boys.” “I just recognized the fastball coming out of his hand,” the veteran Toronto catcher said. McLaren and Jordan Castaldo were on the bases when Justin Marra gave the Leafs the lead with a three-run homer to left off Owen Boon, igniting the approximately 500 supporters dotting the hill at the downtown Toronto park. Toronto pulled to within one in the fifth on an RBI single from Garret Takamatsu but did their damage in the sixth.

fastball base dmg

Hayden Jaco homered in the fourth to put the Majors up 3-1 after Toronto had generated a run in the second on a single by Chandler McLaren. London opened the scoring in the second on an Austin Wilkie home run to left field that scored Humberto Ruiz ahead of him. The long ball was the order of the day, generating most of the scoring. We never expected it to be a cakewalk,” he said. “(Toronto) is a good hitting team, a good pitching team.

#Fastball base dmg series

And now there’s no separation in their Intercounty Baseball League championship series after the Leafs defeated the Majors 6-4 at Christie Pits on Sunday. The Majors manager understands there is very little separating the Majors and Toronto Maple Leafs in terms of team makeup. This advertisement has not loaded yet, but your article continues below.












Fastball base dmg