(Mirror of the complete ERS: TI Combat Sandbox) (Development has ended on the sandboxes; all of these are going into ERS:TI) [THIS PROJECT IS NOT FOR EVERYONE. THIS PROJECT DEPICTS FIREARMS, USAGE OF INTRAVENOUS PHARMACEUTICALS, AND SOMEWHAT REALISTIC USAGE OF SAID FIREARMS. THIS PROJECT DOES NOT CONTAIN BLOOD, GORE OR OTHER MATURE TOPICS HOWEVER.] Welcome to the CS version of GM_Construct, where I'm building combat mechanics for my main game Experimental Research Submarine. Go ahead and play around with what I have set up! (Disclaimer) This is not finished. Technical Staff is not complete, but Wilfred can defend himself now. 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 A. Faction wars (Game for an NPC fight anyone?) Aimable weapons Ammo count HMS Charge Health
Interact with the locker (E) to change your loadout. Internal command names for NPCS: Soterra Mercs: Assault [Ghost/Kevin] Tower [Ironhide/Lage] Specialist [Whitefang/Mirelle] Technician [Wisecrack/Colin] SquadLeader [Starfire/Henrilette] Soterra Raid command: StartRaid BT NPCs: Supervisor [Bryson] TechnicalStaff [Wilfred] vGuard [Karen] pGuard [Ross] RRU [Pearce] C2A Tips: -E to interact. -7 to respawn -0 to pull a DW reference and have a heart attack (did you expect them to pull a knife on themselves?) -Run this on Turbowarp, with unlimited clones; there are unchecked runtime errors that cause clone limit to be reached. -You can move while reloading (slowly however) -ReacOps is NOT a combat class. Remember that. -ReacOps has one slot, which can be filled by a melee or firearm. Security has a weapon slot and a melee slot. Technical Staff has a weapon slot and a repair tool melee. -Hostile Forces have passive damage resistance, so one weapon that one-shots a Specialist, won't one-shot a Tower -There are 5 classes of HFs- Recon, Specialist, Tower, Technician and Squad Leader. -Attacking the Technician's Celeste ADU with your repair tool will only repair it -The 480 MCS is generally better than the Peppershaker, but with some skill and talent, the Peppershaker might become your best friend. -You can cancel the 480 MCS's reload midway by holding your mouse down or clicking after the first shell is loaded (if empty) or at any time (if there are shells inside) -Some weapons are exclusive to a specific class, and some are shared. -Some class secondaries will fit a primary or secondary slot depending on the class. -HMS Charge is essential for surviving hostiles centered around firearms. Which is almost all of them. -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, and an emergency backup weapon. -The Seigel Ranger is a decent sidearm, but has low ammo capacity and moderate accuracy. -It's always best to bring as many allies with you when fighting hostiles. -Hostiles tend to target the closest hostile, and allies that have more powerful weapons are higher up on their priority list. -Your HMS charge is more powerful than your allies' passive damage resistance. Draw aggro to keep them in the game for longer. -Assault specializes in melee with their high-frequency katana, and their shotguns are equally powerful. Stay in range for them to attack with their HF blade and dodge the slash, while emptying your weapon into them. -Keep your distance from Technicians and Towers. Get too close to them, and they WILL mess you up, with their sentry gun, S97, Sawblade or Peppershaker. -Technicians, Specialists and Squad Leaders are glass cannons, and are perfectly capable of doing damage, but not taking it. Your priority should be taking them out as quickly as possible. This project is the final iteration of the ERS:TI Combat Sandbox. Almost all code in this project is proprietary. You may use the code and assets within this project and modify them or record NPC behavior (such as NPC wars or showcases) with permission from the owner (@cs2975871.) Failure to properly credit or ask for permission when using any of the assets for personal use will have the said project (if available to the public) reported for lack of credit. #platformer #platformer-ai #sentry #mercenaries #soterra #ERS #experimental-research-submarine #threat-increasing #cloaker #a888 #NFE