An update has been released containing the following changes:
Accident 32: Confined Facility and J5 Connector: Reduced networking overhead from minecarts.
Tilarus-5: Yanaurus Mine: Fixed scripted doors not visually falling.
v45 Electric Charged Armor: Improved visibility of this gear. No longer disappears immediately when using last charge (similar to Assault Jets).
AVK-36 Marksman Rifle: Fixed zooming causing auto-reload to become disabled.
PS50 Bulldog: Fixed this weapon using visual effects meant for dual weapons.
Menders no longer heal biomass when it is on fire.
Fixed a crash when starting a mission without a key bound to "use offhand item".
Fixed medals not appearing in lobbies hosted on dedicated servers.
Weapons with aiming improved by crouching now work on moving platforms. Fixed stationary marines being detected as moving due to rounding errors.
Fixed lighting issues with marine gear in areas with complex shadows.
The 8th marine is no longer hidden on the HUD for certain values of asw_hud_scale.
Fixed marine bots aiming throwable items at the player's crosshair even if it had moved since the command was given.
Uber drones now use the model set for them in Hammer.
Improved gib positioning for marines and sentries.
Heroes of the Interstellar Armed Forces medals, starting at the end of this month (season 11), will use an updated design. You will no longer receive multiple medals per season if you are in the top 100 or top 20.
An update has been released to address the following issues. Some of these issues were addressed in hotfixes yesterday and today.
Firing projectiles causes lag.
Marine bots in follow mode cause lag.
The Hot Enough achievement is unobtainable. There's no special trick needed to earn the achievement; just escape the volcano zone without any marines dying.
Players who completed Accident 32 missions on the beta branch are stuck at 6/6 on the campaign difficulty achievements. Players in this state can un-stick the achievements by completing any Accident 32 mission.
The capsule model in Accident 32 missions has broken rim lighting.
Rich presence shows an untranslated string for official missions and challenges.
Item descriptions for Heroes of the Interstellar Armed Forces medals render incorrectly.
Combine Striders produce an error particle effect when firing their gun.
Marine combat rolling unintentionally changed.
Medical weapon ammo count unintentionally changed.
Addons can now include a file named cfg/autoexec_[workshop addon id].cfg, which will be run when the addon is loaded on the client. For example, an addon that replaces the marine model and uses the backpack body group to give each class a unique model could add an autoexec file with:
Today, Alien Swarm: Reactive Drop celebrates 6 years on Steam. You'll earn double experience points all week, but we know what you're really here for. Let's unwrap some presents:
New Campaign: Accident 32
Mysterious green glowing gems are discovered under the ground of a populated area due to abnormal radioactivity levels. The company "AMBER" comes to study this supernatural material. Findings are frightening and undocumented, and kept away from the public. The gems are identified to be extremely dangerous, extraterrestrial materials comprised of mostly muons. Emitted radiation modifies all biological structures in a big vicinity.
Originally released in May of 2020 and May of 2022 on the Steam Workshop, Accident 32 is a six-mission campaign which combines two three-mission campaigns into one. Marines are set out to explore the mysterious complex and headquarters of the company called "AMBER" and face many threats. A bonus "AMBER Complex" mission is included which is the first three missions combined into one.
Collections: Weapons, Equipment, and Swarmopedia
As promised when the Collections screen was added, the Swarmopedia has returned, better than ever! Unlock stats, tips, and short stories about aliens by killing them in the field. Add-ons can also create their own Swarmopedia entries or add content to existing ones.
The new Swarmopedia entries (and this sentence) were written by the Internet's beloved Grace Lovelace!
With the Swarmopedia revamp comes a new screen for selecting weapons using a grid intended to speed up finding high-level weapons and help with muscle memory. Unlocking weapons by leveling up now also gives you access to their fact sheets, with precise statistics about range, damage, and more.
Mapping Competition 2023: "Boss Fight"
This year, we're hosting our first annual community mapping competition, and what better place to start than at the end? The theme for this year is Boss Fight.
Create a mission or short campaign that contains a boss fight - a scripted encounter with some big bad that the marines must overcome. Will the boss be an alien, a group of aliens, or something completely new? Where will the mission take place? Why are the marines there? All of these questions and more are things you'll have to consider in the coming months.
Or, if you have a better idea, go ahead and make that instead! AS:RD mapping competition themes are optional.
Entries must be tagged with BossFight2023. Competition starts today and ends August 1st. Prizes include unique ingame medals. If you need help getting started, check out the Modding / Mapping Help and Tips forum.
Year in Review
In 2022, marines killed 985,092,535 aliens in official missions and an additional 56,154,088 aliens in missions from the Steam Workshop. 575,108 players tried Alien Swarm: Reactive Drop for the first time last year. Including returning players, marines spent 1,590,427 hours in 17,674,520 missions. 10,947 players took part in at least one of the first six seasons of Heroes of the Interstellar Armed Forces by playing on participating community dedicated servers. December 6th saw the highest player count of the year, with 16,080 players logging in - over three times the average. Alien Swarm: Reactive Drop was played from 85 different countries in 2022.
Killing that many aliens takes a lot of ammunition - you fired 5,303,484,897 bullets last year - that's about half as many bullets as are manufactured in the entire world each year - and that doesn't even count weapons that don't fire bullets. Marines also fired 232,409,109 shotgun shells, deployed 11,307,827 mines, and used 104,722,710 grenades. You launched 274,157,391 missiles and fired flamethrowers for a total of 86 million seconds, not to mention using chainsaws for over 1.4 billion seconds. (That's over 45 years!)
It wasn't just handheld guns and explosives, either. Last year, marines deployed:
905,280 doses of Adrenaline
3,890,668 ammo stashes
1,501,644 X-33 Damage Amplifiers
10,282,887 IAF Heal Beacons
3,783,431 IAF Advanced Sentry Guns
523,062 IAF Incendiary Sentry Guns
261,255 IAF Freeze Sentry Guns
260,971 IAF High Velocity Sentry Cannons
3,822,448 IAF Tesla Sentry Coils
Marines also brought 105,866 flashlights along on missions.
You've destroyed 2,147,368 pieces of Biomass in 2022 since we started tracking it in late August. Between when we started tracking alien deaths in mid-June and the end of 2022, marines have killed:
582,811,354 Drones
28,956,762 Parasites
27,244,232 Xenomites
16,772,012 Rangers
15,897,059 Eggs
14,968,328 Buzzers
11,929,443 Grubs
2,940,237 Harvesters
2,863,582 Boomers
2,190,344 Menders
1,945,290 Shieldbugs
1,851,113 Mortarbugs
577,023 Antlions
186,411 Headcrab Zombies
3,489 Queens
In Case You Missed It
Here are some highlights from updates since the previous anniversary:
Workshop addons can now contain videos, and missions can define their own briefing background video, or even show part of the world as the background during briefing.
We're Steam Deck verified! The game runs great on the Steam Deck, and players on Linux or who use a controller have also seen improvements.
There are now medals you can earn by helping with the game's development, contributing to the Steam community hub, or participating in a season of Heroes of the Interstellar Armed Forces.
The slow-opening vault doors used in many missions now have more accurate collision data, allowing you to step or shoot through a partially-opened door.
The all-new mission selection screen includes support for bonus missions and new "endless" missions.
We've added an advanced settings menu and an advanced audio settings menu.
Restarting a mission no longer requires a loading screen.
Other changes in this update
Campaigns
Area 9800: Wastelands: Fixed a harvester getting stuck in the exit during the finale gauntlet introduction scene.
Tears for Tarnor: Oasis Colony Spaceport: Fixed train station announcements being too quiet to hear in some cases.
Tears for Tarnor: Oasis Colony Spaceport: Reduced networking overhead in areas where the path through the mission crosses.
Tilarus-5: Arctic Infiltration: Fixed uber drones appearing and disappearing shortly after the start of the mission.
Lana's Escape: Lana's Bridge: Significant performance optimizations to lighting, rendering, and pathfinding.
Lana's Escape: Lana's Sewer: The radioactive barrels in the arena deal more damage to menders.
Paranoia: Unexpected Encounter: Fixed bugs related to grenade launcher aiming.
Paranoia: Hostile Places: Fixed bugs related to grenade launcher aiming.
Nam Humanum: Logistics Area: Increased speed run time limit from 1:10 to 1:15.
Nam Humanum: Platform XVII: Increased speed run time limit from 3:02 to 3:10.
Nam Humanum: Platform XVII: Fixed bot marines refusing to stand on the moving platform.
BioGen Corporation: Operation X5: Increased speed run time limit from 3:28 to 3:35.
BioGen Corporation: Invisible Threat: Increased speed run time limit from 1:13 to 1:20.
Bunker: Removed collision from an invisible ceiling beam.
Landing Bay + Cargo Elevator: Fixed a soft lock caused by completing the objectives out of the intended order.
Added an official bonus mission based on Accident 32.
Added four new official bonus missions based on Jacob's Rest.
IAF Marine Academy: Added a new official Endless mission.
All official missions have been given custom loading screens.
Weapons
ML30 Laser Trip Mine: Improved network prediction for throwing animation.
L3A Tactical Heavy Armor: This equipment now changes the appearance of marines wearing it.
Hornet Barrage: This equipment now changes the appearance of marines wearing it.
CR-18 Freeze Grenades: Freezing now kills buzzers, and marines can be frozen in Deathmatch mode.
K80 Personal Defense Weapon: This weapon now shows a different icon for magazines on the HUD instead of counting each magazine twice.
M868 Flamer Unit: Fixed fuel tanks only granting half a reload worth of ammo.
v45 Electric Charged Armor: This equipment now changes the appearance of marines wearing it.
Flashlight Attachment: This equipment now changes the appearance of marines wearing it.
IAF Power Fist Attachment: This equipment now changes the appearance of marines wearing it.
Chainsaw: Bots now use this weapon from a more reasonable range.
MTD6 Smart Bomb: This equipment now changes the appearance of marines wearing it.
MNV34 Nightvision Goggles: This equipment now changes the appearance of marines wearing it.
IAF Medical Amplifier Gun: Primary fire now self-targets when aiming with the right stick or holding the crouch key (shift), or when in first or third person, if the target being aimed at is not valid for healing.
TG-05 Gas Grenades: Updated the item's appearance to help differentiate it from other types of grenades.
IAF Medical SMG: Secondary fire now self-targets when aiming with the right stick or holding the crouch key (shift), or when in first or third person, if the target being aimed at is not valid for healing.
Flechette Gun (hidden): This gun has a new appearance and now fires timed sticky explosives (the same ones Combine Hunters fire) rather than auto-aimed rockets. Now fires directly at the aim location rather than parallel to the ground.
Ricochet Rifle (hidden): This gun has a new appearance and no longer requires the secondary trigger to be held to bounce shots. Instead, holding the secondary trigger switches the gun to a shotgun-like burst fire mode. Bounced bullets can now hit the marine that fired them.
Displacement 'Blink' Pack (hidden): This equipment now changes the appearance of marines wearing it.
Short Range Assault Jets (hidden): This equipment now changes the appearance of marines wearing it.
Fixed the scanning animation for sentries desynchronizing from the gun's idle angle.
Fixed inconsistencies in collision-checking code, most notably related to bot marines and projectiles.
Auto-aim weapons such as the 22A7-Z Prototype Assault Rifle and the S23A SynTek Autogun now apply their bonuses in first and third person.
Misc
Fixed an issue where server-triggered achievements such as speed runs and Outstanding Execution could be skipped due to momentary packet loss.
Fixed a crash when an alien tried to throw a physics object at a target who had died.
Fixed a crash when leaving a screen with a dropdown menu open.
Fixed the game instructor recommending marines to weld a door that is already damaged to the point where it cannot open or close.
Fixed marines being unselected in the lobby when restarting a bonus mission that was started via a vote.
The chat panel can now be opened in singleplayer (for use in custom challenges).
Improved bots in Deathmatch maps. They should get stuck less, turn at more reasonable times, and will now automatically join if you start a Deathmatch map in singleplayer.
Fixed the game instructor giving incorrect information about how to respawn in Deathmatch mode, and tidied up the prompts on the HUD.
Improved bots' ability to avoid danger and flank shieldbugs.
Bots are now much less likely to teleport in front of a player.
You can flush the toilets in official missions.
Marines no longer always face east when starting a mission in first or third person.
Fixed some tooltips being too small to comfortably read.
When selecting a text input with Steam Big Picture enabled, the on-screen keyboard will open.
Added a mission recording list and an option to automatically record missions.
The game now updates its state more frequently during slow motion.
Performing an override on a locked computer now always goes to the menu rather than downloading critical data or doing nothing.
When finishing a bonus or deathmatch map, the game now selects a default next mission.
The Leadership skill can now be triggered by any officer within range, not just the officer with the most points in the skill.
Added a visible and audible indication for when Leadership affects damage dealt or taken.
Challenges can now set "required_on_client" "1" if they wish to include assets, which will cause the workshop addon to be automatically downloaded when the challenge is activated.
Challenges can now be marked for use in deathmatch with "allowed_mode" "deathmatch". Challenges that are able to be used in both deathmatch and cooperative play can additionally specify "allowed_mode" "coop".
Fixed several Nam Humanum campaign achievements re-locking unexpectedly.
Fixed the Perfect achievement requiring no challenges in the current lobby rather than the current mission attempt.
Updated the weapon unlock notification to include a description. This screen is now also used for medals unlocked through gameplay.
Added advanced settings to highlight your character, play sounds when you hurt an enemy, and more!
Mapping
Added npc_crow, npc_pigeon, and npc_seagull.
Added npc_combine_s, npc_combine_shotgun, and npc_combine_elite. These soldiers lack the "swarm sense" of aliens, instead relying on sight, sound, and information from their squad. Mappers can optionally add info_node_hint to mark spots with cover for the Combine soldiers to use.
Added npc_zombine, with mapper-configurable grenades.
Added npc_hunter, for use with other Combine NPCs.
Added npc_strider, npc_combinegunship, and npc_combinedropship for use in cinematics.
asw_colonist is now randomized using a wider range of appearances. Set the skin number to change the color of their clothing.
asw_env_shake can now be flagged to bypass user settings (a new convar has been added for disabling all shakes regardless of this flag).
Added env_headcrabcanister.
Added script_intro.
A new material proxy, LanguagePreference, can be used to change a texture based on the viewer's language preference. For example:
TileGen now expects rooms to be built for -alldetail mode (world brushes turn into func_detail, func_brush with a name starting with structure_ turns into a world brush).
Improved the randomization of rd_tilegen_instance.
rd_tilegen_instance now searches in reactivedrop/tilegen/instances rather than reactivedrop/tilegen/instance/ThemeName.
TileGen now flattens instances before sending the map to VBSP, allowing TileGen room sets to be distributed in VPKs or on the workshop. This also means rd_tilegen_instance can be used within instances.
TileGen maps now use toolsskybox for a level seal, allowing the use of light_environment and light_directional.
asw_vehicle_jeep is now functional. Available vehicles without add-ons are the dune buggy from Half-Life 2 (models/buggy.mdl, scripts/vehicles/jeep_test.txt) which allows one driver, and the muscle car from Half-Life 2: Episode Two (models/vehicle.mdl, scripts/vehicles/jalopy.txt) which allows one driver and one passenger.
trigger_asw_button_area now has options for overriding UI hints with custom text.
trigger_asw_computer_area has been made more customizable:
Mail and news articles can now optionally end with an image. Use Image, ImageWide, and ImageTall to add an image to a news file. For mail, use MailBody1Image, etc.
Reactor status can be controlled via an input on the computer area, as an alternative to the old method of having an objective with a specific icon.
Weather, reactor status, and stock market info can now be customized with keyvalues files. Additionally, the current temperature is no longer randomized every time the weather report is opened.
The buildcubemaps command now requires sv_cheats to be enabled.
func_asw_fade now ignores collisions with grenades by default.
Added asw_weapon_ar2 and asw_ammo_ar2. The Pulse Rifle can only refill ammo from these specific ammo packs and cannot use generic ammo stashes.
Added asw_ammo_grenade_launcher, asw_ammo_sniper_rifle, and asw_ammo_heavy_rifle.
Added info_marine_hint_dynamic, which can be assigned a parent and moved.
Added rd_hud_counter, which can be used to display an dynamic arbitrary number to all players or to one specific player.
VScript
Added a new method to marines: SetMarineRolls, which allows maps and challenges to change whether individual marines can jump.
Added a new method to marines: SetNightVision, which can be used to enable night vision mode on a marine regardless of whether they have MNV34 Nightvision Goggles.
Added methods to marines: IsInfested and IsElectrifiedArmorActive.
Added methods to marines: OrderHackArea, OrderUseItem, OrderFollowSquadLeader, OrderHoldPosition, and OrderMoveTo.
Fixed GetClips, GetMaxClips, and SetClips on weapons to work properly when the weapon is dropped. It will also return -1 for weapons that can't be reloaded.
Inhabitable NPCs (such as marines) have a new method: SetControls, which overrides the value of asw_controls for anyone playing or spectating that character. Negative numbers cause the character to use the global setting.
Added a new method to Inhabitable NPCs: SetGlow, which can be used to add glowing outlines to aliens and marines. This does not affect characters that would normally glow without a call to this function.
asw_vehicle_jeep has methods to override its camera, SetCameraControls, SetCameraPitch, SetCameraDist, and SetCameraHeight, with corresponding Get* methods. Setting a negative value causes the vehicle to use the global setting.
asw_vehicle_jeep has methods to query the occupants: MaxPassengers(), GetDriver(), and GetPassenger(seat).
asw_vehicle_jeep has methods to retrieve statistics: GetSpeed, GetMaxSpeed (in miles per hour), GetRPM, GetThrottle, HasBoost, and BoostTimeLeft.
Added SetSpawnZombineOnMarineKill to inhabitable NPCs, SetSpawnZombineOnDeath to marines, and a convar rd_marine_spawn_zombine_on_death_chance, all of which can be used to spawn a marine zombie with the Zombine AI when a marine dies.
Added methods to players: SetNPC and SetSpectatingNPC.
This week, any mission you complete will award twice as many experience points. Mathematically, there's never been a better time to unlock your arsenal or work towards that next promotion.
The double experience week will start at midnight UTC on April 20, 2023 and run for 8 days.
We're still preparing for the big celebration of Alien Swarm: Reactive Drop's birthday on April 20th, but in the meantime, there are some bugs that need fixes sooner rather than later. There will be more fixes in a few weeks, but for now, here are the changes:
Fixed several crashes.
Added medals for completing the Outstanding Execution achievements for each campaign.
Added the ability to donate $1 to the author of an official campaign. Currently, there are 3 campaigns on the list. We will add more campaigns to this system as soon as we are able to contact their authors.
Added support for SourceMod plugins that display a menu.
Fixed func_rd_no_director_aliens not setting its model on spawn.
Fixed the left bumper / L1 button on some controllers getting stuck or not working.
Fixed players who are not in a lobby being displayed as "playing a different version".
Fixed stats not being recorded for workshop missions that are not part of a campaign.
Fixed mapper-placed decals duplicating on every instant restart.
Fixed NPC character portraits remaining active after an instant restart.
Fixed the workshop uploader not correctly recording campaign, mission, and challenge titles.
Today marks the start of Heroes of the Interstellar Armed Forces season 8, and we're adding more missions and challenges from the Workshop to the list of content you can play on participating servers.
Campaigns and Bonus Missions
The following Workshop campaigns and missions have been added to the list of content available in ranked play:
Additionally, we are changing how diminishing returns from playing the same map over and over works.
Diminishing returns happen in Heroes of the Interstellar Armed Forces when you play the same mission multiple times in quick succession. If it has been 2 or more hours since your last HoIAF mission, or you have not repeated the mission within 6 the last missions you have played, you are considered to have not repeated the mission.
We are changing the score multiplier for diminishing returns so that it scales with the number of times you have repeated the mission recently.
Hot off the tail of last week's update, here are some fixes for bugs reported by the community.
Weapons
IAF Medical Gun: Fixed collision being oriented differently than the visible model.
CR18 Freeze Grenades: Fixed collision being oriented differently than the visible model.
Flashlight Attachment: Fixed a long-standing issue with this equipment's center of gravity.
FG01 Hand Grenades: Fixed collision being oriented differently than the visible model.
IAF Medical Amplifier Gun: Fixed collision being oriented differently than the visible model.
TG-05 Gas Grenades: Fixed collision being oriented differently than the visible model.
Misc
Fixed doors sometimes surviving a single large hit that dealt more than their max health.
Fixed a rare ragdoll-related crash.
Fixed a crash when killing aliens without a Steam client connection on a map loaded via console commands.
Fixed a crash when leaving the mission settings screen with a dropdown menu open.
Fixed a duplicate in-game voting menu being visible during briefing if a briefing camera is in use.
Added convar asw_blip_color_parasite_egg for setting the color of unhatched parasites on the minimap.
Fixed being unable to join lobbies for certain missions through the game UI.
Fixed the list of disabled workshop addons not being loaded at startup.
Fixed wanderers and hordes spawning behind vault doors.
Added a workaround for the engine sometimes forgetting which players are voice-muted.
Mapping
env_sprite_clientside now changes to server-side env_sprite if it has a targetname or parentname defined. A warning is printed to the console if this happens.
Today's update fixes some inconsistencies in various weapons and campaigns. It also adds the ability to assign screen effects to individual marines, and a new trigger to apply different HDR settings to different areas of a map.
Campaigns
Jacob's Rest: Timor Station: Fixed NPC pathfinding near the end of the mission.
Research 7: Jericho Mines: Fixed objective markers failing to update with objective completion.
Research 7: Jericho Mines: Fixed lag caused by physics calculations for falling pipes.
Tears for Tarnor: Abandoned Maintenance Tunnels: Fixed walls having unexpectedly tall collision, negatively affecting grenades.
Tilarus-5: Yanaurus Mine: Fixed walls being invisible with a rotated camera.
Tilarus-5: Forgotten Factory: Fixed walls being invisible with a rotated camera.
Lana's Escape: Lana's Bridge: Made performance optimizations to lighting and cinematic alien spawns.
Nam Humanum: Platform XVII: Removed a tech marine requirement after the last hack is completed.
Nam Humanum: Groundwork Labs: Fixed the countdown objective ending early.
Nam Humanum: Groundwork Labs: Fixed lighting being unexpectedly bright.
Nam Humanum: Groundwork Labs: Improved marine bot navigation.
BioGen Corporation: Operation x5: Fixed death traps not being deadly enough.
BioGen Corporation: Operation x5: Fixed aliens being able to spawn inside the ending elevator, causing it to get stuck.
IAF Minigun: Fixed reloading with an odd ammo count resulting in 499/500 ammo.
Flashlight Attachment: This weapon now reflects light like other weapons do.
Grenade Launcher: Fixed a bug causing grenades to explode twice if they hit an alien directly. Instead, grenades now do double damage if they hit a character (marine or alien). This fixes splash damage from a direct hit bypassing one-hit protection and slightly increases grenade launcher damage (the first explosion would previously push enemies slightly away from the grenade before the second explosion).
Desert Eagle: This gun has been renamed to PS50 Bulldog and has a new appearance and sounds.
IAF Medical Amplifier Gun: Updated skin to differentiate it from the normal medical gun.
TG-05 Gas Grenades: Updated the grenade box to match the style of other grenade items.
Aliens
Made grubs reflect light like other aliens do.
Harvesters no longer spawn xenomites when they are killed by a direct grenade hit that deals more than double their remaining health.
Translations
Updated Chinese translation.
Updated European Portuguese translation.
Updated German translation.
Updated Italian translation.
Updated Japanese translation.
Updated Korean translation.
Updated Russian translation.
Fixed translations being silently truncated after 1023 bytes. Translations can now be up to 4095 bytes and a warning will be printed to the console if they are longer.
Misc
Changed how animated props are networked. Reverted the change in the last update that makes the server drive animations. Instead, specific props are always visible to the client regardless of distance. Joining a game after an animation has started will play animations late, but this should fix the stuttering.
Improved controller navigation in advanced settings.
Added some example color correction files.
Explosions now deal full damage within a small radius of their epicenter, and damage falloff only starts beyond that distance.
Tech marines can now manually override the boot-up sequence of an unlocked computer that has downloadable data, and will automatically start the hack on a locked computer after 4 seconds.
Mapping
Added trigger_tonemap brush entity. This trigger overrides the active tonemap controller for characters inside its volume, and is overridden by the new SetTonemapController VScript function.
Changed fog_volume to be based on the position of the currently-controlled character's eyes rather than the camera position. Some maps may need to be edited to shift their fog_volume entities north if they were originally made to compensate for the camera shift. fog_volume can now be overridden by the new SetFogController, SetPostProcessController, and SetColorCorrection VScript functions.
Added an option to asw_spawner to ignore carnage scaling, for spawners where the number of aliens being increased due to higher difficulty is undesirable (eg. spawners used for cinematics).
Additional colonist models are now available for use as ragdolls.
VScript
CASW_Marine::GetMarineName() no longer leaks memory on every call and now properly translates the name.
Added GetCommander method to inhabitable NPCs (eg. marines).
Added SetFogController method to inhabitable NPCs.
Added SetPostProcessController method to inhabitable NPCs.
Added SetColorCorrection method to inhabitable NPCs.
Added SetTonemapController method to inhabitable NPCs.
As Season 2 of Heroes of the Interstellar Armed Forces comes to an end, we are changing the competition from quarterly to monthly. We've also got a wide assortment of bugfixes and a few new VScript functions.
Campaigns
Jacob's Rest: Rydberg Reactor: Fixed a bug in the ending area where marines could jump with jump jets underground to their death.
Area 9800: Power Plant's Generator: Fixed narrow catwalks negatively affecting AI pathing.
Operation Cleansweep: Landing Bay 7: Removed an invisible ceiling near the south egg room to prevent unintuitive grenade trajectories.
Operation Cleansweep: U.S.C. Medusa: Pods will now reopen if a marine leaves, rather than if they are fully empty.
Research 7: Illyn Forest: Fixed generator being targetable by marine bots.
Tears for Tarnor: Oasis Colony Spaceport: Fixed a soft lock if a boomer used in a cinematic is killed early due to a challenge.
Tilarus-5: SynTek Hospital: Reworked countdown at end of mission.
Lana's Escape: Lana's Bridge: Fixed escape objective not updating when a marine dies.
Lana's Escape: Lana's Sewer: Fixed escape objective not updating when a marine dies.
Lana's Escape: Lana's Complex: Expanded the evacuation zone.
Paranoia: Crucial Point: Reworked the final encounter. Marines must now defend a generator. If the generator is damaged, it will stop the completion progress until fixed by a tech. If no marine is near the generator, it will take additional damage.
Nam Humanum: Logistics Area: Reworked geometry near a fire.
Nam Humanum: Groundwork Labs: Fixed a large door being able to be damaged, which would cause it to get stuck.
BioGen Corporation: Invisible Threat: Added markers and a visual clue for the fan room to make it easier to navigate for players who do not know the way.
Bonus Mission 7: Fixed narrow catwalks negatively affecting AI pathing.
Aliens
Added Queen sound effects from the City 17 campaign.
Weapons
Fixed piercing chance calculation for bullets that went through a door or other non-living object. (A 200% chance, 290% chance, and 300% chance now all become 100% chance of piercing another target rather than 0%, 90%, and 0%.)
M868 Flamer Unit: Doubled ammo per clip and ammo usage. Primary attack now uses one unit of fuel per shot.
IAF Minigun: Doubled ammo per clip and ammo usage. Primary attack now uses one unit of ammo per shot.
Translations
Updated Chinese translation.
Updated German translation.
Updated Italian translation.
Updated Japanese translation.
Updated Russian translation.
Misc
Fixed non-Workshop addons acting as if they were disabled in the mission chooser.
Fixed a crash at startup if the PATH environment variable was very long.
Added an advanced setting to reduce motion on menus.
Improved keyboard/controller navigation on Advanced Settings and Game Settings.
Added a warning on the lobby list if you have a different version of a map than the host.
prop_dynamic now uses server-driven animation timing. This fixes vault door opening animations getting desynchronized, but increases network bandwidth requirements in missions that use a lot of animated props.
Mapping
Fixed npc_bullseye failing to compile due to a key being too long.
npc_bullseye now inherits AI relationships from its faction and is not an enemy of all by default.
ai_relationship now delays applying its effect to gameplay start rather than map spawn.
VScript
Added new VScript class TempEnts which allows creating Temporary Entities on clients.
Added new global VScript functions to use when creating Temporary Entities.
Added the PlayerVoiceListener class to VScript with access to the following functions.
Queue a temp entity for transmission on a client from a passed table of SendProp data. Passing null for a player will playback Temp Entity on all clients.
void GetPropTypes( string name, table )
Fills in a passed table with all SendProps and their types for the temp entity
void GetNames( table )
Fills in a passed table with the names of all temp entities
PlayerVoiceListener
bool IsPlayerSpeaking( int nPlayerIndex )
Returns whether the player specified is speaking.
float GetPlayerSpeechDuration( int nPlayerIndex )
Returns the number of seconds the player has been continuously speaking.
Global
int PrecacheParticleSystem( string name )
Precaches a particle material
int GetParticleSystemIndex( string name )
Converts a previously precached material into an index
string GetParticleSystemNameFromIndex( int index )
Converts a previously precached material index into a string
void PrecacheEffect( string name )
Precaches an effect
int GetEffectIndex( const char *name )
Converts a previously precached effect into an index
string GetEffectNameFromIndex( int index )
Converts a previously precached effect index into a string
int GetDecalIndexForName( string name )
Get decal index from a string
CASW_Player
CBaseEntity GetNPC()
Returns entity the player is inhabiting
CBaseEntity GetSpectatingNPC()
Returns entity the player is spectating
CBaseEntity GetViewNPC()
Returns entity the player is spectating, else will return inhabiting entity
CASW_Marine GetMarine()
Returns the marine the player is commanding
CBaseEntity FindPickerEntity()
Finds the nearest entity in front of the player
Vector GetCrosshairTracePos()
Returns the world location directly beneath the player's crosshair