added a waitframe to the grenade catch net - a possible fix for the server crashes (hopefully :S),
the explosion lead-in sounds are now stopped at the moment of the impact, as it would sometimes happen that they still play after the boom.
0.8
fixed a bug that would make the instructions not appear until a map restart (thanks to SuperTank.17 for pointing this out),
fixed a bug in the xzones tracing method that wouldn't let calling fire support anywhere (again thanks to SuperTank.17 for pointing this out),
optimized the zones tracing method to reduce server load,
a custom state file is used now to detect binoculars clicks - the map scripts don't need to be modified anymore,
added a few z's to the name of the .pk3 to make sure FFE replaces Stielhandgranaten as people would often complain that smoke grenades don't work,
as the 3-explosion airstrike didn't go very well with ET, you can now choose between a 6-explosion and a 3-explosion airstrike via the configuration file - set it to your liking,
fixed a bug of airstrike explosions appearing at ( 0 0 0 ) if they were supposed to go out of bounds - now they just don't appear at all,
removed the console shutdown feature as it didn't work very well,
code reorganisation.
0.7
reduced the explosion knockback multiplier as bodies were flying everywhere around the map,
fixed a preset loading routine bug that would cause the mapname to be read as "getcvar",
there are now 3 explosions in an airstrike instead of 6, but they are HUGE, which conpensates well for the small number; matches WolfET better; also improves performance,
artillery marker won't kill you now - it deals a random damage from 15 to 25; matches WolfET better,
improved damage dealing routine for better performance.
0.6
unused code removed,
improved player handling - the previous version, in extreme conditions, could crash the server at times if lots of players left their teams while spectating or dead,
map preset is now case insensitive, so it will work if the mapname cvar is not lower case,
pain indicator now works fine when killed by an explosion.
0.5
fixed a power timer bug that allowed instant power after calling an airstrike,
gave up on trying to simulate a weaker grenade explosion...
0.4
a distance check is performed before sighttracing from an explosion to player to save server system resources,
fixed the unlimited number of airstrikes bug,
most of the script_origins are now not broadcasted to the clients to save bandwidth,
fire effect removed from the explosions, as they caused huge FPS drops and lag,
reduced the number of smoke entities spawned - they'd had eaten bandwidth,
you can now shut the script down using the ffe_shutdown cvar,
Axis players won't be left with 1 grenade against Allies' 6 (or 3, if realism is installed) on non-FFE-enabled maps,
fixed a bug that printed NIL to player when he threw a smoke grenade and went spectating immediately,
changed the "insufficent fire support" message for air support to "too many airstrikes requested",
improved handling of the grenade projectiles,
a new, neat instructions message.
Cheers,
Rookie One
Last edited by Rookie One.pl on Sun May 22, 2005 10:19 am, edited 6 times in total.
Yep thats what I am using it in AA. Its cool with the smoke grenades. But some people complain about it because regular grenades now have a delay effect to them.