Kart Krew's Smart Tether

Kart Krew's Smart Tether 4.0

v4.0 has been released. The focus of most of the updates were to make it more convenient for random servers or otherwise new players to be able to get into it, and generally improve conveyance.
  • Added "Color Partners". You can pick who you get matched up with by simply matching colors with a friend. Can be disabled by the server host with "tether_colorpartners off".
  • Teams are now scrambled between maps, for more variety in players you can play with when the team size is small. Can be returned to old behavior (only updating players when their team is too big and they don't match colors) by the server host with "tether_randomize off".
  • Added control help HUD. This shows all of your available actions at any time. This makes it more obvious of everything you can do, if you're unaware of all of Smart Tether's changes. Can be turned off by anyone with the console variable "tether_controlhelp off".
  • Added teammate arrows. These point you in the direction of who you're attached to, making it far easier to track everyone and tell what's happening.
  • Default value of tether_players is now 2, instead of 32, so that the team features get more utilized in regular servers.
  • Gravity Flip is properly transferred to players when teleporting to them.
  • Your team is now teleported to you when entering a 2D mode trigger. This can rarely happen, since 2D mode triggers are usually accompanied by Zoom Tubes, but this can help a few very niche scenarios.
  • HOLD! pose is only forced when using a vanilla state, allowing for more control over when custom characters are put into it.
  • HOLD! can be used while using any ability now.
  • HOLD! and wall kicks can now be used while in exitmove.
  • Made HOLD! slingshot blast slightly more powerful on the ground.
  • Wall kicking now restores your ability.
  • Drastically improved team sorting code.
  • Fixed shenanigans with Zoom Tubes, where you'd be infinitely teleported back through the exit of a 2-way Zoom Tube after someone takes it.
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  • Rewritten completely from scratch, rebranded to signal this.
  • You can now set how many players are linked together with the console variable "tether_players".
  • The band physics now simply bring you towards the center point. This makes the band much more lenient. Previously, everyone's momentum was applied to everyone else equally.
  • Players are pulled back less, like the old version was trying to do, far more consistently as a result of the rewrite.
  • Being dragged into a wall lets you kick off of it by pressing Jump. Hold forward to kick up, or back to kick down.
  • Releasing HOLD! gives you slingshot momentum.
  • Players being dragged into spin gaps will automatically roll, including characters that normally can't roll.
  • Teleport orb animation was replaced with a consistent countdown. Teleports from level gimmicks now happen instantly.
  • Players now share air bubbles and dash mode.
  • Players in water slides have 0 priority now. This makes them have no pull on players who aren't in the slide.
  • HOLD! is now on Custom 1.
  • Respawn is now on Toss Flag.
  • Special Stages are now disabled by default, you will get Chaos Emeralds from collecting Emerald Tokens now. They can be re-enabled with the console variable "tether_specialstages".
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