Today, Alien Swarm: Reactive Drop is 5 years old on Steam. To celebrate its birthday, we're adding two newly remastered community campaigns, some long-awaited weapon tweaks, updated translations, and plenty of other changes.
Special thanks to Mithrand, Dubstep Amber, jhheight, Orange, daemonspring, Stral, Synmachus, Beka, vq, BRAIN IS BACK, Hagon Wyvon, Steffo, trick-master, Duke M, and Efi for major contributions to this update.
Heroes of the Interstellar Armed Forces, Season 1
Alright marines, Interstellar Armed Forces are introducing a new way for you to compete against each other and fight for the title of the most capable soldier. To prove your worth of the title, we will be monitoring the progression of your narrative in the hardest of missions. This includes fails, completions, as well as the kill count of those stinky bugs and, well, team kills. So you better watch your fire! Compete against your allies by uniting in a team and completing the hardest of missions together. The most active and skillful marines will be fighting for the tops of the quadannual leaderboard, which is publicly visible to all members of the Interstellar Armed Forces.
Play on participating dedicated servers to earn points on the seasonal leaderboard.
A list of participating servers can be accessed from the main menu.
Playing a variety of missions on hard difficulties and challenges will earn more points.
A new season begins every 3 months, in March, June, September, and December.
New Official Campaign: Nam Humanum
April 2nd, 2243. The IAF's U.S.C. Odyssey has received a distress signal emitting from the secluded planet of Cassius-III, whose only human colony went below radars prior to the rise of the alien threat. An incomplete transmission, accompanying the signal with burden, was able to relay the scarce words of a broken man; words spoke of unforeseen consequences, of forgiveness, and of a name: Vesta. Committed to finding out more about Cassius-III's fate, the U.S.C. Odyssey is deploying a military operation with the primary objective to exhume the circumstances that would have called for the total shutdown of all planetary transmissions.
But in the course of its duty, the IAF Marine Squad may shed light on a number of very human questions, the answers of which only to be met in misfortune. What secrets might have the colony of Lugdunum withhold, a mission once proudly defined by its scientific ambitions? Could it have been the prime inadvertent victim in its own blind search for progress? And if not for each others' bodies and souls, what price are we truly willing to pay in favor of Humanity's betterment?
Originally released in December 2021 on the Steam Workshop, Nam Humanum is a linear campaign composed of three fan-made missions. Its action takes place within a colonial installation established on the surface of a remote exoplanet, in the year 2243 at the dawn of the conflict between man and parasite. Through this hellish roadway of cold corridors and clouded truths, face the memory of the forgotten alien strain known as the Hybrid Swarm.
New Official Campaign: BioGen Corporation
Location: New Earth Colony Time Since Swarm Invasion: 31 Hours Confirmed Casualties: 34 Mission Objective: Data Retrieval
Originally released in 2010 and 2011 on Swarm Armory as three separate maps, BioGen Corporation has been fully remastered by community mappers.
Note: Due to time constraints, the third mission of BioGen Corporation is not updated in this release. It will be updated in a future patch.
Weapons
22A3-1 Assault Rifle: Picking up a box of Rifle Ammo now grants a grenade in addition to the ammo.
22A7-Z Prototype Assault Rifle: Picking up a box of Rifle Ammo now grants a stun grenade in addition to the ammo.
22A7-Z Prototype Assault Rifle: Increased base damage per shot by 2 (from 5 to 7).
22A7-Z Prototype Assault Rifle: Fire rate is now improved by the marine's Engineering skill.
M42 Vindicator: Picking up a box of Vindicator Ammo now grants an incendiary grenade in addition to the ammo.
M42 Vindicator: Fixed biomass not being affected by vindicator grenades in certain custom maps.
M73 Twin Pistols: Fixed a case where the the pistols would fail to fire due to latency.
M73 Twin Pistols: Increased base damage per shot from 14 to 21.
M73 Twin Pistols: Increased damage bonus per skill level from 2 to 4.
M73 Twin Pistols: Added conditional damage bonuses against drones. Does an additional percentage of uber drones' health in damage on hit, and is guaranteed to kill any drone with 105 or fewer max HP in 2 shots or less.
IAF Heal Beacon: Max healing per beacon changed from 50 plus 10 per level of healing bonus to 120 plus 30 per level of healing bonus. (Faith 100→270, Bastille 90→240)
IAF Heal Beacon: Healing per second per marine changed from 3 to 4.
l3a Tactical Heavy Armor: Now blocks 35% of damage (from 20%).
l3a Tactical Heavy Armor: The damage blocking goes down by 4% every time the marine takes damage, to a minimum of 15%.
l3a Tactical Heavy Armor: After 2 seconds of not taking damage, the damage blocking is restored at a rate of 4% per 2 seconds.
Model 35 Pump-action Shotgun: Secondary fire now fires two blasts in quick succession.
X33 Damage Amplifier: When a damage amplifier is deployed by Special Weapons, it attaches to their backpack rather than the floor.
X33 Damage Amplifier: Moving a damage amplifier causes its power to deplete at twice the normal rate.
M868 Flamer Unit: Fixed extinguisher particle effect continuing after the gun is out of ammo.
M478 Proximity Incendiary Mines: Firewalls no longer instantly ignite allied marines if the marine that placed them is killed in action.
AVK-36 Marksman Rifle: Reduced the unscoped fire rate.
AVK-36 Marksman Rifle: Increased the fire rate while scoped.
AVK-36 Marksman Rifle: When scoped, the AVK-36 Marksman Rifle deals additional damage and penetrates additional targets. Terrain is not affected by this damage bonus.
AVK-36 Marksman Rifle: Slightly increased walking speed while scoped.
IAF Incendiary Sentry Gun: Increased ammo from 800 to 1200.
IAF High Velocity Sentry Cannon: Increased base damage from 40 to 60.
IAF High Velocity Sentry Cannon: Increased ammo from 25 to 40.
22A4-2 Combat Rifle: Picking up a box of Rifle Ammo now grants a shotgun shell in addition to the ammo.
IAF Medical Amplification Gun: Reduced primary ammo by half (Faith 90→45, Bastille 80→40).
IAF Medical Amplification Gun: The secondary fire now uses a separate ammo pool (Faith 90, Bastille 150).
22A5 Heavy Assault Rifle: Vertical spread changed from 1.1 degrees to 3 degrees.
Translations
Updated French translation from trick-master.
Updated German translation from Duke M.
Updated Italian translation from Steffo.
Updated Korean translation from BRAIN IS BACK.
Updated Simplified Chinese translation from Dubstep Amber.
Updated Spanish translation from Efi.
Updated Vietnamese translation from Hagon Wyvon.
Localization will use the Steam game language setting rather than the Steam client language.
Aliens
Aliens can no longer turn to face enemies while frozen.
Added a chance for the director to spawn Rangers, Buzzers, and Xenomites to the default (non-ASBI) alien spawn selection list.
Giving an alien orders (such as via the asw_order_nearby_aliens entity) causes an AI wake-up.
The director spawns wanderers facing a random direction instead of always due east.
Fixed AI frame time limiter.
Campaigns
Tilarus-5: Area9800 Landingzone: Fixed the first door not automatically reopening after the hack.
Research 7: Illyn Forest: Added a boss health bar for the generator defense encounter.
Research 7: Illyn Forest: Fixed a rotating fence door sometimes not fully opening.
Tears for Tarnor: Oasis Colony Spaceport: Marines are now teleported to the train on mission completion to avoid bots getting stuck.
Jacob's Rest: Landing Bay: Tweaked scenery to better support camera rotation.
Jacob's Rest: Landing Bay: Marked interesting spawn locations as director-eligible.
Jacob's Rest: Landing Bay: Fixed a basketball breaking a window at map start.
Jacob's Rest (all missions): Made sprites non-networked where possible.
Area9800: Coolant Pump: Fixed tech requirement not being disabled immediately after the final hack.
Bonus Missions: Bonus Mission 1: This map has been replaced with a new mission.
Misc
Improved controller support, especially in briefing.
Ammo drops show their fullness bar from the side closest to the camera rather than always south.
Ammo drops that are more than 1024 units away from the player (about 3 stories below marines in third person) no longer show any UI.
Fixed clearing bots in singleplayer leaving their weapon icons visible.
Fixed an edge case where leaderboard scores could be uploaded with cheats enabled.
rda_hide_backpack and rda_draw_backpack are no longer marked as cheats.
Fixed doors not being able to be destroyed if they had more than 1 HP before being hit.
Fixed various parts of the UI using different maximum numbers of objectives.
Fixed level 30 requirements for higher difficulty levels actually being level 31 requirements.
For consistency, players below level 30 (and not promoted) can no longer create lobbies with difficulties they cannot search for public lobbies in. (They can still change the difficulty level freely once the lobby is created.)
Players below level 30 can now play on Insane difficulty and on non-ASBI challenges by default.
Added rd_grenade_launcher_grenade_preview to draw the expected path of a grenade.
Marked phys_timescale and asw_sentry_friendly_target as cheats.
Removed FCVAR_ARCHIVE from some replicated convars.
Added rd_revert_convars (default on) to reset replicated convars when the main menu is opened to avoid keeping the last server's settings when creating a new lobby.
Added rd_override_fps_max, which overrides fps_max without the need to modify newmapsettings.cfg.
Dedicated server high resolution timer now uses NtSetTimerResolution, which allows for even higher clock speeds.
Added ASBI Elite to the allowed challenges list for leaderboards.
Added keybinding options for "select first weapon" and "select second weapon".
Added color coding to rda_print_chat_objective_completion_time.
Tripled medic bot target acquisition range.
Marines killed by parasites or explosions now gib.
Mapping
Added ApplyEntity to infodecal.
Added func_detail_blocker and func_precipitation_blocker.
Added a setting to asw_ammo_rifle and asw_ammo_vindicator to disable secondary ammo.
Made trigger_playermovement work on marines for forced crouch.
Removed unused entities from the FGD.
Replaced all asw_weapon_* entities with asw_pickup_* equivalents.
Split spawn rate from director spawn rate (director spawn rate defaults to 4 now even if spawn rate was changed).
Added a setting to allow director spawns only after an alien has spawned normally. Setting a spawner to this mode during gameplay will wait until the next alien has spawned normally.
Added OnDifficulty(1-5), OnOnslaught(0-1), OnFriendlyFire(0-1), and OnChallenge(string) as outputs to asw_gamerules, fired at mission start.
Added prop_dynamic_glow, for making glowing outlines on arbitrary objects.
env_sprite_clientside has been made fully client-side. This means client-side sprites no longer use edicts. Maps that incorrectly used it with a targetname or parentname should be updated to use env_sprite instead.
Here comes a big one. This update improves stability and performance (especially when there are a lot of aliens at once) and a whole lot more. Special thanks to the contributors to RDA, especially Orange, who contributed many of their patches from that mod.
Stability and Performance
Killing a large number of aliens at once no longer crashes the game.
The death animation of Shieldbugs no longer causes rare client crashes.
Long play sessions will no longer crash due to particles array overflow.
VScripts no longer crash server when creating a lot of entities in challenges.
Cleaned up memory leaks.
Improved performance by removing unnecessary calculations throughout the codebase.
Disabled some spammy developer warnings by default.
Improved the performance of rm_welcome_message.
Reduce the amount of client-server network errors
Aliens
Fixed Buzzer poison getting stuck if a player died while it was active and did not switch to another marine.
Fixed Parasites and Xenomites being immune to blast damage when fully submerged in water.
Fixed Drones getting stuck when dismounting info_node_climb.
Fixed a case where Drones would navigate to the wrong location when pathfinding failed.
Parasites should no longer appear to be growing outside of their egg or spawn at the wrong place when jumping out of an egg with unusual angles.
Mortarbug shells no longer block moving platforms.
Buzzers properly enter and exit the sleep state when far from players.
Drones will no longer "warp" past marines on challenges with very high drone acceleration.
Aliens with moveclone set do not trigger physics collision code. This improves performance on maps like Cargo Elevator that use aliens in a cinematic way.
Weapons
Extremely short range shots will no longer cause incorrect decals or impact animations.
X33 Damage Amplifier and IAF Heal Beacon no longer bounce in place or fall through the floor when placed on a moving platform.
M478 Proximity Incendiary Mines no longer fall through certain types of dynamic floor.
ML30 Laser Trip Mines no longer explode when touched by an invisible character.
SM75 Combat Flares and TG-05 Gas Grenades no longer collide with NPC Clip.
Fixed an issue where grenades would aim incorrectly if the marine had been hit from behind very recently.
Fixed collision inconsistencies between mines and various types of throwables.
The beam of the mining laser no longer gets stuck if the weapon is deleted by a script.
Misc
Fixed doors getting stuck with negative health if they were killed from the side they were dented towards. Extremely high damage can correctly knock down a door in one hit.
Sentry bases now use a different skin number for each type of sentry.
Made the cheat convar asw_unlock_all_weapons available outside of debug builds.
Added asw_create_generic_emitters_for_drone_gibs, which can be set to 0 to disable some graphics.
r_drawsprites and r_drawropes are no longer marked as cheats.
void CBaseEntity::SetParent(handle parent) - sets an entity as another entity's move parent; faster than calling the input from VScript
void CBaseEntity::ClearParent() - clears the entity's move parent; faster than calling the input from VScript
handle FindNearestNPC(Vector Position, bool CheckZCoordinate, float Radius) - returns the nearest character (marine, colonist, or alien) to the given coordinate
void CASW_Grenade_Cluster::Disable() - disables the grenade's timer
void CASW_Grenade_Cluster::Enable() - re-enables the grenade's timer
void CASW_Grenade_Cluster::EnableWithReset() - re-enables and resets the grenade's timer to its original duration
void CASW_Grenade_Cluster::ReflectBack() - reflects the grenade to approximately where it was fired from
void CASW_Grenade_Cluster::ReflectRandomly() - reflects the grenade to a random direction
The VScript functions added to CASW_Grenade_Cluster are also available as Hammer inputs.
Fixed extra weapons being overridden by temporary weapons that should have acted as normal weapons.
Changing away from the temporary weapon switches to a different weapon consistently based on the type of swap rather than always switching to the secondary.
Added engine build number to leaderboard entry metadata.
This update improves startup performance for players who are subscribed to a large number of Workshop addons, as well as:
Weapons
Doubled the amount that the Damage Bonus skill affects the AVK-36 Marksman Rifle from 10 to 20 per point.
Fixed gas grenades not recording Steam stats.
Added stat recording for the IAF Medical SMG's secondary fire.
Marines can place sentries on moving objects as long as the feet of the sentry are all located on the same object and the object is not physics-based.
Bots
Medic bots will only attempt to heal targets within 512 hammer units (32 feet) of their current position to avoid running a long distance while the squad is split.
Added a cvar (rd_bot_melee) to allow marine bots to melee attack when out of ammo or when being mobbed by aliens. Disabled by default to match previous behavior.
Fixed bots not being able to use the primary fire of the IAF Medical SMG.
Fixed keybindings not being shown on the HUD for some extra weapons held by bots in multiplayer.
Hacking
Right-clicking on a wire hack tile will turn it in the opposite direction.
Added a cvar (rd_wire_tile_alternate) to adjust what right click does in wire hacks.
Added an animation to wire hack actuators charging up.
Added a cvar (rd_wire_tile_charge) to disable the new animation.
Mapping
Added asw_weapon_healamp_gun and asw_weapon_medrifle to Hammer.
Sentry tops can be attached to a rotating parent and will update their angles correctly.
Remote turret can be attached to a rotating parent and has a Parent Name field in Hammer.
Added rd_debug_sentry_placement cvar to visualize the sentry placement traces.
Sentries now use the ai_relationship system when determining what they can shoot at.
Added an input to asw_env_shake to only target one marine.
Fixed SetTonemapRate not working in multiplayer.
Misc
Reduced memory usage for large Workshop preview images.
Fixed lack of controller focus on the Create Lobby screen.
Enabled the new prediction strategy by default.
Fixed a puddle at the start of Timor Station using the sewer water material.
Added EntityOutputs.GetValue VScript function (can be used to read math_counter OutValue).
Happy new year! Here are some updates, mostly targeted towards mappers and modders.
Map Changes
Fixed a navigation issue near an optional supply room in Rydberg.
The fire extinguisher near the end of Rydberg now uses the new temporary pickup mechanic.
Stats
Fixed the stats option in briefing going to an obsolete website.
Fixed stats not being recorded for the 22A5 Heavy Assault Rifle, IAF Medical SMG, and TG-05 Gas Grenades.
Lobbies
Kicking a lobby's original leader no longer prevents them from creating lobbies for 5 minutes.
The lobby creation UI will remember whether the last lobby you created was public or friends-only.
Fixed a delay when restarting the mission if a player disconnected during the vote.
The "Take a Break" option on the ESC menu is now disabled if the server doesn't allow it to be used.
Dedicated Server
Added rd_adjust_mod_dont_load_vertices, which sets mod_dont_load_vertices on dedicated servers. This prevents the dedicated server from loading the vertices for models, reducing memory usage.
Enabled the rm_welcome_message and rm_welcome_message_delay cvars.
The server now performs a cleaner shutdown when rd_server_shutdown_after_num_secs is set.
Fixed the 64 FPS server limit on Windows 10 build 2004 and newer.
Fixed physics simulation issues when the tick rate is changed from the default.
Dedicated servers now update workshop items asynchronously at startup.(reverted for now)
Misc
Fixed the heal beacon's first heal reading uninitialized memory.
Fixed a sentry duplication exploit.
The game instructor will no longer suggest interacting with disabled button and computer areas.
Fix computers that have just been hacked not allowing options other than download data and remote turrets to be selected until the user logs out.
Added rd_prediction_strategy. Set this cvar to 1 to test the new prediction error handling, which works better on moving platforms but may be buggy.
Bot marines can now use the secondary fire on the IAF Medical SMG.
Fixed some cases where the game would try to write to the files of an unpacked addon rather than its own base directory.
If no env_tonemap_controller exists on the level, one will be automatically created and sent the input SetBloomScale 0.25.
The director will only warn once about a level not having a nodegraph.
Fixed escape chatter happening early if the escape objective was not last on the list.
Explicitly failing an optional objective no longer fails the mission.
"Keep Mouse Inside Window" is usable in exclusive fullscreen mode for multi-monitor setups.
Challenge ConVars
Added rd_biomass_damage_from_explosions for challenges; if set to 1 then biomass will take full damage from explosions.
asw_marine_friction, asw_marine_gravity, and asw_sv_maxspeed are now cheat cvars.
Added asw_turret_dmg_override to change the damage per shot of the remote turret.
Added asw_sentry_top_machinegun_dmg_override and asw_sentry_top_flamer_dmg_override.
Added asw_sentry_top_machinegun_fire_rate and asw_sentry_top_cannon_fire_rate.
Added asw_sentry_top_cannon_dmg_override. This affects the base damage. The actual damage is determined by the marine's explosives skill.
Modding / SDK
Weapons can be set as "temporary", which makes them use a new weapon slot and forces them to be dropped instead of stowed.
Added rd_weapon_generic_object, which can be used for generic carryable objects.
Added rd_tilegen_instance for further randomization of tilegen tiles.
Added trigger_asw_marine_melee for detecting a melee attack aimed at a target.
Reorganized trigger_asw_computer_area to put related fields closer together in Hammer.
Up to 3 cameras and remote turrets can be assigned to a trigger_asw_computer_area. The computer UI still has a limit of 6 options on the menu.
Fixed trigger_asw_door_area not using its Start Disabled field.
Added a field to trigger_asw_button_area that allows mappers to require a button be held down for an amount of time.
Added "Can Player Weld" to asw_door.
Added an Extinguish input to asw_alien_goo.
Added ResetMarineIntensity and SpawnHordeSoon inputs to asw_director_control.
Added OnStartedUsing and OnStoppedUsing outputs to asw_remote_turret.
Added outputs for failed fast hacks to trigger_asw_button_area and trigger_asw_computer_area.
Corrected the skins for many pickups in Hammer.
VRAD now runs with an automatic number of threads by default (previously 4).
Added several VScript functions to CDirector and many functions for nodes.
Added support for multi-layer minimaps.
Added a JumpUp VScript function for asw_parasite.
Added a field to asw_stylincam that allows changing the commander face sprite.
New VScript Functions
Global
Vector GetHullMins(int hullType) - Returns a Vector for the hull mins (hullType)
Vector GetHullMaxs(int hullType) - Returns a Vector for the hull maxs (hullType)
CDirector
void SpawnHordeSoon() - Queue a horde to spawn soon (the same logic as when a hack starts)
float GetTimeToNextHorde() - Get the current number of seconds until the director will try to spawn a horde
void SetTimeToNextHorde(float seconds) - Force the horde countdown timer to be set to this number of seconds
Vector FindHordePosition(bool north) - Get a random position where a horde can spawn (returns null on fail)
int IsSpawningHorde() - Get the number of aliens remaining to spawn in the current horde
InfoNodes
CAI_Node GetNearestNodeToPoint(CBaseEntity npc, Vector position) - Returns the node nearest to origin with optional npc parameter
int GetAllNearestNodes(CBaseEntity npc, Vector position, int maxNodes, table) - Fills a passed in table of x nearest nodes to origin with optional npc parameter
void GetAllNodes(table) - Fills a passed in table of all nodes
CAI_Link CreateLink(int srcID, int destID) - Creates a new link from srcID to destID and returns the link
CAI_Node
int GetId() - Get node ID
Vector GetOrigin() - Get node origin
Vector GetPosition(int hullType) - Hull specific position for a node
float GetYaw() - Get node Yaw
int GetZone() - Get node zone
void SetZone(int zone) - Set node zone
int GetType() - Get node type
void SetType(int type) - Set node type
bool IsLocked() - Returns true if node is locked
void Lock(float duration) - Locks the node for x seconds
void Unlock() - Unlocks the node
int NumLinks() - Number of links for node
void ClearLinks() - Clears all links from node
CAI_Link GetLink(int nodeID) - Get link to dest node ID
CAI_Link GetLinkByIndex(int index) - Get link by index
int GetInfo() - Get node info
void SetInfo(int info) - Set node info
void AddLink(CAI_Link newLink) - Adds a link to this node
void RemoveLink(CAI_Link link) - Removes a link from this node
void DebugDrawNode(int r, int g, int b, float duration) - Draw node as a box of the given color for x seconds
CAI_Link
int GetSrcNodeID() - Get the ID of the node that 'owns' this link
int GetDestNodeID() - Get the ID of the node on the other end of the link
int GetAcceptedMoveTypes(int hullType) - Get the Capability_T of motions acceptable for passed hull type
int GetLinkInfo() - Get other information about this link
float GetTimeStaleExpires() - Returns the amount of time until this link is available again
int GetDangerCount() - Returns how many dangerous things are near this link
void SetLinkInfo(int info) - Sets information about this link
void SetTimeStaleExpires(float duration) - Sets the amount of time until this link is available again
void SetDangerCount(int count) - Sets how many dangerous things are near this link
void SetAcceptedMoveTypes(int hullType, int moveType) - Set the Capability_T of motions acceptable for passed hull type
CAI_DynamicLink GetDynamicLink() - Returns the info_node_link entity for this link or null if it doesn't exist
CAI_DynamicLink
bool IsLinkValid() - Returns true if the dynamic link has a corresponding node link
void TurnOn() - Enables node link connections
void TurnOff() - Disables node link connections
CAI_Link FindLink() - Returns the node link or null if not found
CAI_Node GetSrcNode() - Returns the node that 'owns' this link
CAI_Node GetDestNode() - Returns the node on the other end of the link
Added the following enums to script:
AI_NODE_ZONE_UNKNOWN
AI_NODE_ZONE_SOLO
AI_NODE_ZONE_UNIVERSAL
AI_NODE_FIRST_ZONE
bits_LINK_STALE_SUGGESTED
bits_LINK_OFF
bits_LINK_PRECISE_MOVEMENT
bits_PREFER_AVOID
bits_LINK_ASW_BASHABLE
Multi-Layer Minimaps
The AS:RD version works similarly to the CS:GO version, apart from the following changes:
We use vmt and vtf files as usual, not dds.
The "default" section can be omitted and the previously-existing "material" field is used for any space that does not have a vertical section assigned to it.
Instead of "lower" and "higher" in the example being part of the material name, they are the entire material name.
If an altitude value is omitted, it takes the largest value (positive or negative) that a coordinate can have in Hammer.
Implementation details:
The altitude values correspond to the position of the player's feet.
There is a maximum of 64 "slices", which can be from 32 to 64 actual layers depending on whether the max matches the next one's min.
This does NOT affect the briefing or ingamebriefing maps, only the minimap.
Remove clip brush on RoadToDawn, add pallet bridge to exit stuck area
Fix nodegraph and stuck point on LandingBay
Improve nodegraph on Rydberg
Mark asw_marine_rolls and some others as cheat cvar
Fix addonlist_workshop.txt gets reset if Steam cloud is disabled
Add support for negative firesource damage
Allow enabling the asw_broadcast_camera for specified player index. This commit adds EnableForPlayerIndex(integer) input for asw_broadcast_camera. Player index can be obtained by using !activator which is hMarine in the code below: local playerindex = hMarine.GetCommander().GetPlayerUserID().tointeger() - 1;
Fix multiple marine resources could be inhabited by the same player. This caused bugs in code that assumes that only one marine resource can be inhabited by a player.
Fix drone warping through marines on ASBI. Warping through marines happened with asw_drone_acceleration 10.
Restore higher drone acceleration for ASBI challenge
Add rd_horde_from_exit ConVar. If set to 0 hordes and wanderers cannot spawn in map exit zone. 1 by default.
Make baits invisible when sentry is deployed.
Make rd_slowmo non-cheat ConVar
Make shaman emit pain and death sounds(silent by default). These sounds can be implemented by workshop addons currently.
Add rd_grub_health ConVar. Also fix an issue that grubs are not instantly squashed by marines stepping on them.
Add rd_shaman_healing_speed ConVar. Number of health shaman gives per second. 0 means old behavior, shaman heals ~40% of max health in 1 second. 0 by default.
Add rd_console_debug_xp ConVar to toggle xp messages in console
Add rd_medgun_medkit_refill_amount ConVar. If set to value greater that 0 then healgun will be refilled when medkit is picked up. Prevents heal guns from being destroyed on empty
Allow ASBI RNG3 and ASBI Turbo in leaderboards
Add garagedoor_open_twosided.mdl
Fix tft2AbandonedMaintenance has a gray wall instead of entrance
Add marine_anims.mdl. This can be used as a base for marine animations.
Update femalemarine.mdl to fix issue with hand animations
Update CNetPropManager for VScript - Fixed being able to access out-of-memory data when searching for props. - Added an optional method to search only the SendTable or DataMap for a prop. Example: "SendTable.<propname>" or "DataMap.<propname>" - Added support for accessing props inside an array. - Updated GetPropType to return "bool" or "instance" instead of only returning "integer" for boolean and EHandle props. - Added the following new script functions: GetPropBool( entity, propertyName ) GetPropBoolArray( entity, propertyName, arrayElement ) SetPropBool( entity, propertyName ) SetPropBoolArray( entity, propertyName, value, arrayElement ) GetPropInfo( entity, propertyName, arrayElement, table ) //Fills in a passed table with property info for the provided entity GetTable( entity, iPropType, table ) //Fills in a passed table with all props of a specified type for the provided entity (set iPropType to 0 for SendTable or 1 for DataMap)
Update CScriptEntityOutputs for VScript - Added the following new script functions: AddOutput( entity, outputName, targetName, inputName, parameter, delay, timesToFire ) RemoveOutput( entity, outputName, targetName, inputName, parameter )
Add backpacks to marine bodies and make some trees non-solid on ForestEntrance
Fix issues with res4mines. Prevent queen from getting stuck.
Fixed an issue that AI can be disabled after challenge was active
Added rd_fast_reload_explode_chance, rd_fast_reload_explode_damage, rd_fast_reload_explode_radius ConVars. Controls the chance for marine weapon to explode on failed fast reload. Disabled by default. To be used in user challenges.
Fixed asw_simple_hacking not working on terminals without objective set
Allowed workshop add-ons to update particles_manifest.txt to add new particle files. This also allows workshop add-ons to override only one particle effect, without overriding the entire file. See this guide
Added a ConVar that allows toggling flashlight even without having flashlight equipped by M@GISTER
Updated minigun sound to be similar to the original Alien Swarm sound
Allowed challenges to change camera angle
Changelog
Add asw_flashlight ConCommand by M@GISTER. If server or challenge has rd_allow_flashlight 1 set players can use asw_flashlight command to toggle flashlight even without having it equipped.
Add Flashlight keyboard setting
Add minigunstop.wav. This adds slight aftershot sound after minigun stopped firing. Just like flamer and extinguisher.
Add minimap rotation by ezhik. The mini-map HUD elements in the bottom right corner of the screen are now rotated according to the camera rotation of the player (or the spectated player in spectator mode)
Add rd_aim_marines ConVar
Add rd_force_spectate_marine cvar. rd_force_spectate_marine can be used in demo playback to change the perspective to a different marine.
Add sv_workshop_debug & cl_workshop_debug ConVars. If set to 1(0 by default) workshop addon loading will be printed in console.
Add stubs for queen and shaman sounds
Display general leaderboard for Easy and Normal difficulty
Fix devastator not shooting when holding secondary attack key
Fix game considers workshop overview files as separate maps for leaderboards. Scores will be uploaded to proper leaderboard even if overview file comes from workshop
Increase deagle sound volume for non-local marines. Other player's deagle sounds will be louder.
Make asw_cam_marine_dist server controlled
Make asw_cam_marine_pitch server controlled
Remove particles_manifest.txt from blacklisted files. This allows addons to add custom particles. Your particles_manifest.txt needs to include only the newly added particle files(PCF).
Update minigunloop.wav to sound like Alien Swarm minigun