Welp its been 2 days so ill explain what I have done in those 2 days.
Ive created a new damage system.
There are different states of damage and ive structured the localscripts now like the human body
-PlayerBody
-->Nerves
--->Damagereactions lua script
-->Eyes
-->Explosioneffects lua script
Right now the explosion effects are nothing burgers but pretty much they play and do damage effects that make things look alot better.
Code:
print("adding")
local CameraShaker = require(game.Workspace:WaitForChild("Misc"):WaitForChild("Serverside Effects(Some of this relies on third pary open source libarys)"):WaitForChild("CameraShaker"))
print("adding")
camera = workspace.CurrentCamera
local TweenService = game:GetService("TweenService")
local function playplasmalight()
number = math.random(1,3)
game.Players.LocalPlayer.Character:FindFirstChild("plasmahitsfx".. number):Play()
end
local function ShakeCamera(shakeCf)
camera.CFrame = camera.CFrame * shakeCf
end
local renderPriority = Enum.RenderPriority.Camera.Value + 1
local camShake = CameraShaker.new(renderPriority, ShakeCamera)
camShake:Start()
local blur = game.Lighting:FindFirstChildOfClass("BlurEffect") or Instance.new("BlurEffect", game.Lighting)
local bloom = game.Lighting:FindFirstChildOfClass("BloomEffect") or Instance.new("BloomEffect", game.Lighting)
blur.Size = 0
bloom.Intensity = 0
bloom.Size = 24
bloom.Threshold = 1
local tweenInfo = TweenInfo.new(1.3, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
local tweenInfo2 = TweenInfo.new(0.2, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
game.Players.LocalPlayer.CharacterAdded:Connect(function()
char = game.Players.LocalPlayer.Character
char.ChildAdded:Connect(function(child)
if child.Name == "elec_big" then
char.plasmashotnearfatalhit:Play()
camShake:Shake(CameraShaker.Presets.Earthquake)
local bloomGoal = {Intensity = 100, Size = 100, Threshold = 0.15}
local bloomTween = TweenService:Create(bloom, tweenInfo2, bloomGoal)
bloomTween:Play()
local blurGoal = {Size = 10}
local blurTween = TweenService:Create(blur, tweenInfo, blurGoal)
blurTween:Play()
task.delay(3.4, function()
local bloomBack = {Intensity = 0, Size = 24, Threshold = 1}
local bloomTweenBack = TweenService:Create(bloom, tweenInfo, bloomBack)
bloomTweenBack:Play()
task.wait(0.7)
local blurBack = {Size = 0}
local blurTweenBack = TweenService:Create(blur, tweenInfo, blurBack)
blurTweenBack:Play()
child:Destroy()
end)
end
if child.Name == "elec_small" then
camShake:Shake(CameraShaker.Presets.Explosion)
playplasmalight()
child:Destroy()
end
end)
end)
https://files.catbox.moe/g7n9at.mp4
Go check out the results here ^-
Ocean and waters have been redone to have actual moving ripples and waves
https://files.catbox.moe/937pd6.mp4I need to adjust the values but the water also interacts with the players by touchparts put on each bone in the water.
https://files.catbox.moe/7uvumt.mp4
Best part is that its client side so it wont lag the server.
Dr fauci has been given a nice title instead of a boring humanoid name
turrets have been (sorta)finished.
https://files.catbox.moe/uuktza.mp4
When buying a rebirth upgrade you already own or cant afford a popup will appear depending on the context
general bugfixes
The stats room had to be reset due to a bug. When I made the stats room I kinda rushed it back in update 1.2. It would cause a HUGE ping every 5 minutes that would result in 1000+ ping for 3 seconds. Sadly when redoing it I fucked the datastore. All stats have sadly been reset. But I fixed the bug that caused it. Also when resetting in the stats room the time of day and lighting effects would still remain the same when you respawned back on the main island causing it to be night. This was something I overlooked(Well really I knew it was a problem weeks maybe even 2 months ago but I was to busy working on other things to fix it because it required so little effort to fix in my mind) That has been fixed.
The badge stats and the little accompanying graphs have NOT been affected by this because I use robloxs api to get the badge visits and place visits to make the graphs and values instead of a datastore
When swinging a Janny hammer With both Jays and the normal janny hammer upgraded or not when swinging if you then unequipped the swinging animation would still play in a loop even if you switched items that has been fixed.
When equipping dual smgs and firing if you unequipped them and then reequipped them the particle effects for them firing would still show until you fired again. That has been fixed.
Some NPCS during cutscenes at the feraljak military base were not properly anchored, that has been fixed.
Crazy enough I consider myself not having DONE enough work as crazy as that sounds