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aps-plus-plus's Issues

Level count seems 1 off.

image
Left is APS++
Right is arras.io

Both are freshly spawned players, yet aps++ reads level 0 while arras.io reads level 1

Grow to size.

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.

Game runs at half FPS in Firefox

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.

Turrets miss when their parent moves

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

More API Support for addons?

im that annoying guy called wanderingshrine on discord, doing a request cuz this project is cool as hell man

It will be nice if we can customize things like in minecraft bukkit/spigot api (thats the only decent thing that I make so, forgive me if it sounds stupid)

making feature requests

  1. join quit events, death events, level up events etc, with preventdefault/cancel propogation mechanisms
  2. apart from number 1, you can add more events in the event api so we can intercept it or process it??
  3. make an api that creates and load tanks in runtime (it is cool and can be useful in circumstances)
    -theres a game called rocketeer that allows you to design tank in runtime, its another cool feature in this api too if you dont mind styles changing a bit
    -api can include functions that regenerate mockup data and inserting index appropriately so clients wont scream error or load the wrong tank image/names
  4. api that alters upgrade trees and tank data in run time, similar to no.2
  5. api to completely control entities in games, and how to spawn it etc? control health, time to live, etc
    i know you can do it with the existing ones but you can make it simpler for devs?
  6. host multi gamemodes in one server
  7. more api support for addons, instead of just messing with configs and events
  8. custom gamemode support for add-ons, and also allow people to load custom maps in arras
  9. map making system that allows users to make their own maps and load into gamemodes
  10. i will come back when i can think of more

Both t and f are opening the class tree.

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???

msedge_WSJVKiNl4Z.mp4

Necro without drones

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.

Add more gun modifications.

Let me know if some of these do exist(and how to do them), I may have overlooked it.

  • colored guns
  • changing whether gun shows below or above tank, similar to turrets.
  • Able to make the gun into a shape if you don't want to use aspect, width and height to build it.
    Thank you.

video

2023-10-29.18-31-15.mp4

Chat Commands.

For either settings or for those with the token.
I can give some examples later on if this is of interest.

Config Stat Multipliers

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.

Inaccurate wiki

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)

You're not blue in FFA. [Read comment]

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

Add a custom timer length for broadcasts.

Idea is simple, its just like broad cast but with 2 different features:

  • it does not decay, similar to the arena closed message found in diep.io.
  • It can be modified, for things like adding a timer to it.

cant level up infinitely

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

More Player-like bots

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.

maze crashes when loading

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

Opposite of UPGRADES_TIER_#.push that removes a specific tank from tank upgrades

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.

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