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F1:: | |
loop { | |
Random, updown, 0, 5 | |
if (updown < 2 ) { | |
Send {Up up} | |
Send {Down down} | |
} else if (updown < 4) { | |
Send {Down up} | |
Send {Up down} | |
} else { |
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Abort! | |
Abort Mission! | |
Acknowledged! | |
Advancing! | |
Affirmative! | |
All Clear! | |
ASAP! [Asap] | |
A S A P! [spelled out] | |
Attack! | |
Attack Formation. |
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Abort! | |
Abort Mission! | |
Acknowledged! | |
Advancing! | |
Affirmative! | |
All Clear! | |
ASAP! [Asap] | |
A S A P! [spelled out] | |
Attack! | |
Clear! [meaning that no more enemies are in the area] |
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Abort! | |
Abort Mission! | |
Acknowledged! | |
Advancing! | |
Affirmative! | |
All Clear! | |
ASAP! [Asap] | |
A S A P! [spelled out] | |
Attack! | |
Clear! [meaning that no more enemies are in the area] |
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Abort! | |
Abort Mission! | |
Acknowledged! | |
Advancing! | |
Affirmative! | |
All Clear! | |
ASAP! [Asap] | |
A S A P! [spelled out] | |
Attack! | |
Attack Formation. |
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Max Danielsson - lead programmer, build systems | |
Jordan Fehr - firearm sounds | |
Adam Foster - web development | |
Michael Heald - web design, UI design | |
Rudolf Kremers - writing, design, production | |
Merlyn Morgan-Graham - production, programming | |
Jack Morris - social media, video production | |
Lukas Orsvärn - technical art, generalist | |
Anton Riehl - music | |
David Rosen - executive producer, generalist |
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# disco for R2 | |
### turrets - TurretScript() class | |
# Fields: | |
private Color[] fun = new Color[7]; | |
private float cycler; | |
# Start(): |
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# Based on NueSB's old Time Stop mod | |
# Thanks to NueSB and BlipBloop for helping with this on Ravenfield's discord #modding chat! | |
# Thanks to Litttle_fish for fixing some issues! | |
# Makes many things 120% fast (Factor 1.2) and slows down rest of the game to 1% speed (Factor 0.01). | |
############ TASKS | |
- WORKAROUND (Less overheat) Normalize weapon HEAT cooldown | |
- WORKAROUND (Disabled) Muzzle flash blocks view | |
- FIXED Don't slow down weapon recoil recovery |
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GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); | |
cube.transform.localScale = new Vector3(5,5,5); | |
Material mat = new Material(Shader.Find("Standard")); | |
mat.SetColor("_Color", new Color(1,0,0,.5f)); | |
mat.SetFloat("_Mode", 3); | |
mat.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); | |
mat.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); | |
mat.EnableKeyword("_ALPHABLEND_ON"); | |
mat.renderQueue = 3000; |
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lvl angle power | |
lvl1 304 12000000 | |
lvl2 9 8880000 | |
lvl3 176 24000000 | |
lvl4 138 10560000 | |
lvl5 75 18240000 |
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