Does time attack too much
Posting here to gloat some basically. Beat all the staff times. They need a little bit more work. FFZ1 especially. Also, I believe I have perfected Sonic Golf as much as it can be.
犬夜叉;683479 said:Do I need to explain why that wouldn't work once more?
In short, ASC8 would put everyone who did nothing at an extreme advantage over the poor sap who hit the button, and ASC9 would make a ton of poor saps out of the people who failed to get to the Whirlwind shield.
LEVEL Whateverthenumberis (Yadada...other stuff) [B]Scriptislump = 1 ScriptName = RESPAWN[/B]
[B]respawnitemtime 1 respawnitem 1[/B]
// ~~~ Changelog ~~~ // = X-008 = * Bugfixes ahoy! * CTF is fixed. There, stop yer whinin'. =P * Fixed temporary colors (paint in FFZ1 Beta, etc.) not working when the character was up close enough to the screen to be displayed partially transparent * Fixed temporary colors not affecting spindash/thok trails * Fixed Shards ignoring monitor box options. * RACESTAGE_START obsoleted. The game just advances to the next map in Race mode if everyone dies. * Fixed the sound effects in SSZ1 * Fixed some cases of text strings overlapping * Starposts don't spawn in Match/CTF/etc. You know, just like 1.09.4 XSRB2. * Added command "add", to add a value to a cvar manually. Additionally it has a "-silent" parameter to make it shut up. * "toggle" also has that same "-silent" parameter too. * The timer runs backwards in netplay, complete with minus sign. You can disable this behavior by using "timermode 1".
This isn't anything major, but I'd think in the next release you should include a level pack option in Level Select and Replay Attack for Bonus Stages(MKBZ, SHZ and NAGZ). It would really help, IMO. :<
But level packs like Tortured Planet replace the srb2 levels, so that's not so possible unless they replace other maps, and thats something for the creator of it to do.
Also, what's IMO?