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[TI] ERS Combat Sandbox

CScs2975871•Created April 12, 2023
[TI] ERS Combat Sandbox
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Instructions

Welcome to the CS version of GMConstruct, where I'm building combat mechanics for my main game Experimental Research Submarine. (Disclaimer) This is not finished. Technical Staff is not complete. There is a fourth class, but they have not been implemented yet. Not all weapons have been added. This disclaimer is not comprehensive. Controls: 7 is to respawn if you die to the hostiles. 1-4 keys to select items, similar to Roblox inventory E to interact with various chargers and lockers Q is to toggle firemodes (if applicable) Implemented: Multiple classes, each with strengths and weaknesses Intelligent hostile AI, each with challenging mechanics intelligent ally AI Aimable weapons (Unfinished) Ammo count (Unfinished) HMS Charge Health

Description

C2A Tips: Run this on Turbowarp, with unlimited clones; there are unchecked runtime errors that cause clone limit to be reached ReacOps is NOT a combat class. Remember that. HMS Charge is essential for surviving hostiles centered around firearms Specialist attacks can be dodged Assault will throw grenades at you if you are out of range, and attack with a HF Katana in CQC. The Peppershaker has high damage, yet also high dropoff. The KRISS Vector has 2 firemodes, a two round burst and automatic. Burst has less bullet spread than automatic, even though it already has great recoil control. The UP Compact is a versatile firearm. This project is not final, private projects are being used to develop the AI further. Forward any current bugs to me. Due to the large resource size (question mark) that this project currently consumes, this project has been opened up to the public for turbowarp usage, and playtesting. You are not allowed to use the code inside this project for personal use until further notice, action will be taken if so.

Project Details

Project ID834252781
CreatedApril 12, 2023
Last ModifiedJuly 9, 2023
SharedJune 20, 2023
Visibilityvisible
CommentsAllowed