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Hosting your own Arras Community Server, made very easy to get and edit!
License: GNU General Public License v3.0
This project forked from ironbazooka999/aps-plus
Hosting your own Arras Community Server, made very easy to get and edit!
License: GNU General Public License v3.0
Testing with flail. The wrecking balls only do damage if they are not connected to any of the bolts.
Can lead to upgrade recursion in the worst case scenario. Manually blanking the newly created tank's upgrades seems to work as a soft-fix.
This is something for your projectile definitions, so instead of having an oversized barrel or having a small Barrel shooting something huge, you can do GROW_TO_SIZE: true, it will shoot at the size of the barrel width then grow to its true size, similar to when something levels from score.
This is pretty noticeable on the bots
![Screenshot 2023-10-14 202225](https://github.com/Taureon/aps-plus-plus
/assets/139653550/081179fc-3dd6-47f0-ba92-47d490fc67e7)
Title's self-explanatory. I'm getting 30 FPS when I should normally be getting 60 FPS.
May not seem like that much of a difference, but running APS++ feels noticeably choppier than usual.
move perpendicular to whatever your turret is aiming at, and they will miss, even if its a shape
fix: make turrets snap or move faster for small angles
Tried doing false on dominators, did nothing.
Explains why there are invincible bots in "nexus"
making feature requests
F is supposed to activate "Autoalt" (which I was told is autofire for alt fire but whatever).
F does activate it
but also opens the class tree for some reason???
title
In diep, if you touch a square with your body, it becomes one of your zombies.
A tank should be able to do the same without having to use drones.
Let me know if some of these do exist(and how to do them), I may have overlooked it.
self explanatory
For either settings or for those with the token.
I can give some examples later on if this is of interest.
Basically it allows you to edit stats in config, something like this
HEALTH_MULTIPLIER: 2 //the health stat is multiplied by this.
This basically allows you to edit things like health, damage, penetration, density, etc on a global scale.
I have not been able to get a video of this, but crashers, shapes, bots, and sentries all have more health and damage than they should.
In the wiki, it says that app.js
is where you can change the colors, when it's actually gameDraw.js
Practically unusable, please fix /j (note: the line above is serious)
Specifically, there should be a system where you can have different colors to players, based on their team.
Like if you're on team X, you see that tank over there as blue, but if youre not team X, you see them as their default, ordinary color, like red
Idea is simple, its just like broad cast but with 2 different features:
i used to be able to infinitely lvl up with N but now i cant, how can i fix it? i already reinstalled aps++ and i still cant lvl up infinitely
I see a lot more of these notifications appearing more frequently than usual and they never amount to anything. No bosses spawn.
Basically make bots more life like,
-make them spawn with anywhere from 0 - 26263 score(instead of gaining score over time) and have a delay between upgrades, then a delay before coming out of invulnerable and doing whatever, I have this on my server and tbh it feels very nice.
you can only damage them with body damage
In both sides, I have the same exact stats (0/0/9/9/9/9/7/0/0/0)
Left is APS++ and right is arras.io
the error:
D:\i-hate-making-so-much-forks-for-this-1-faking-repo-bruh\server\modules\gamemodes\maze.js:41
toErode -= activeLocsThatWeCantPlaceIn * 10;
^
ReferenceError: activeLocsThatWeCantPlaceIn is not defined
at generateMaze (D:\i-hate-making-so-much-forks-for-this-1-faking-repo-bruh\server\modules\gamemodes\maze.js:41:16)
at Object.<anonymous> (D:\i-hate-making-so-much-forks-for-this-1-faking-repo-bruh\server\modules\gamemodes\gamemodeLoop.js:8:17)
at Module._compile (node:internal/modules/cjs/loader:1254:14)
at Module._extensions..js (node:internal/modules/cjs/loader:1308:10)
at Module.load (node:internal/modules/cjs/loader:1117:32)
at Module._load (node:internal/modules/cjs/loader:958:12)
at Module.require (node:internal/modules/cjs/loader:1141:19)
at require (node:internal/modules/cjs/helpers:110:18)
at Object.<anonymous> (D:\i-hate-making-so-much-forks-for-this-1-faking-repo-bruh\server\modules\global.js:139:20)
at Module._compile (node:internal/modules/cjs/loader:1254:14)
at Module._extensions..js (node:internal/modules/cjs/loader:1308:10)
at Module.load (node:internal/modules/cjs/loader:1117:32)
at Module._load (node:internal/modules/cjs/loader:958:12)
at Module.require (node:internal/modules/cjs/loader:1141:19)
at require (node:internal/modules/cjs/helpers:110:18)
at Object.<anonymous> (D:\i-hate-making-so-much-forks-for-this-1-faking-repo-bruh\server\index.js:9:16)
at Module._compile (node:internal/modules/cjs/loader:1254:14)
at Module._extensions..js (node:internal/modules/cjs/loader:1308:10)
at Module.load (node:internal/modules/cjs/loader:1117:32)
at Module._load (node:internal/modules/cjs/loader:958:12)
at Function.executeUserEntryPoint [as runMain] (node:internal/modules/run_main:81:12)
at node:internal/main/run_main_module:23:47
Node.js v18.16.0
if i add the activeLocsThatWeCantPlaceIn var manually then it just doesnt generate a maze at all
The changelog.md
is actually changelog.html
10x more unusable, gonna move to glitch /hj
On the left is APS and on the right is Arras
For whatever reason, the actual area you click the buttons seems to scale differently compared to the visual UI. in the video I attempted to click Single, only for it to activate when I clicked director.
Just in case you make an addon that adds a hybrid trapper to bridge the gap between trapper and overtrapper and you don't wanna hardcode the Trapper's T3 upgrades just to get rid of overtrapper. If the specified tank to be removed isn't there anyway (if you manually removed overtrapper from trapper's T3s even with the addon installed) it'll just ignore it.
Self-explanatory. Interestingly they turn them into their own polygons instead of just taking the squares by themselves.
Example: BRANCH_LABEL: 'SCENEXE_....'
Title
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