Author | Preview | ID | Title | Description | Tags | Unlisted | File Size | Created | Updated |
---|---|---|---|---|---|---|---|---|---|
![]() | 2344024733 | DatsuAV - Alien Vision | Datsu's Alien Vision :) | Alien Vision, Passes Default Consistency | No | 1.472 KiB | Dec 31, 2020 | 01-01-2021 15:34:46 | |
![]() | 2343244722 | ritualvision | No | 1.49 KiB | Dec 31, 2020 | 31-12-2020 11:02:50 | |||
![]() | 2341551190 | idkmod | idkmod | No | 11.741 KiB | Dec 30, 2020 | 30-12-2020 20:56:27 | ||
![]() | 2341211751 | Oilers Basic Alien Vision | Oilers Basic Alien Vision | No | 1.091 KiB | Dec 30, 2020 | 30-12-2020 01:57:53 | ||
![]() | 2339677203 | MAV TEST | MAV TEST | No | 2.586 KiB | Dec 28, 2020 | 30-12-2020 00:38:13 | ||
![]() | 1176529716 | NS2CN - Dicryria | Experimenting...it may destory your computer if you run it without the corresponding key. | Must be run on Server | No | 6.964 MiB | Oct 21, 2017 | 30-12-2020 00:01:50 | |
![]() | 603702599 | Chinese Minimap | Including: ns2_biodome ns2_caged ns2_descent ns2_derelict ns2_docking ns2_eclipse ns2_kodiak ns2_metro ns2_mineshaft ns2_origin ns2_refinery ns2_summit ns2_tram ns2_unearthed ns2_veil | Passes Default Consistency, Look and Feel | No | 8.518 MiB | Jan 18, 2016 | 29-12-2020 22:38:23 | |
![]() | 1168071621 | inf_veil_prelude + inf_unearthed | We only modified the prefix of the map name for better recognition. All rights reserved by the original author(s). It is not yet officially authorized by the author(s). We would delete it if there are any infringements. | Map | No | 22.462 MiB | Oct 14, 2017 | 28-12-2020 06:57:10 | |
![]() | 1593142340 | NS2CN - Crothuphus | Experimenting...it may destory your computer if you run it without the corresponding key. | Must be run on Server | No | 8.413 KiB | Dec 16, 2018 | 28-12-2020 04:12:04 | |
![]() | 2336147424 | GreenRexAV by Kopunga | Alienvision for GreenRex made by Kopunga, based on Mephilles' Alienvision | Alien Vision, Passes Default Consistency | No | 1.559 KiB | Dec 26, 2020 | 26-12-2020 19:10:33 | |
![]() | 2335015360 | AthathinAV by Kopunga | Alienvision custom made for Athathin by Kopunga. Based on Mephilles' AV | Alien Vision, Passes Default Consistency | No | 1.567 KiB | Dec 26, 2020 | 26-12-2020 02:50:27 | |
![]() | 1180148025 | Refinery Refined | A revamp of Refinery... modid: 4657A139 Spawns include: Aliens / Marines - Smelting / Containment, Containment / Smelting, Flow Control / Turbine, Flow Control / Containment, Containment / Flow Control Turbine / Flow Control Containment * Added additional line of sight blocks * Moved tech point slightly * Removed bullet collision for ceiling geo * Included some bits to protect aliens on ceiling geo * Moved Chasm-Containment door up slightly for players to more easily fit through * Moved Heatsink-Containment big crate more into Containment to removed significant line of sight problems * Minor cosmetic changes Chasm * Moved resource nozzle * Removed some ceiling cover * Moved Chasm-Lava Falls connector to Turbine entrance * Added path for Marines to jump into Containment-Chasm vent * Removed ceiling Chasm vent * Added some cover to Turbine-Chasm hallway * Added path for Marines to jump into Chasm-Conduit-Routing vent * Some minor cosmetic changes Turbine * Increase the size of Turbine platform * Added Turbine-Chasm vent * Added additional bisecting pipe for cover Conduit * Added additional pipes for cover and flanking * Updated CollisionGeo near ceiling * Fixed floor collision * Minor cosmetic changes Routing * Added new resource nozzle * Added small nooks in the hallway to remove narrowness * Added significantly more cover * Moved Smelting-Routing vent exit * Added Chasm-Conduit-Routing vent * Minor cosmetic changes Smelting * Added big pillars to the middle of the room * Replaced bucket cinematics with static props for cover and visuals * Added more cover to Routing-Smelting platform * Minor cosmetic changes Transit * Replaced bucket cinematics with static props for cover and visuals * Added pillar to Transit resource nozzle room-dark hallway * Added more cover to resource nozzle room * Moved Smelting-Routing-Extraction vent from Extraction to Transit Extraction * Moved Smelting-Routing-Extraction vent from Extraction to Transit * Added quick jump ramp from Extraction to Flow Control * Moved big ceiling platform upward to prevent Exos and Onos from getting stuck * Added yellow lines to the Flow Control window to help players to more easily visualize the area Flow Control * Heavily modified Extraction-side entrance to prevent incredible long lines of sight for Grenade Launchers to siege the tech point (Still possible, may fix) * Added yellow lines to the Flow Control window to help players to more easily visualize the area Exchange * Added yellow lines to Exchange window to help players more easily visualize the area * Removed invulnerability spot on the ceiling Empty Space * Fixed some collision geometry by Pipeworks entrance to prevent players from getting stuck Pipeworks * Moved large pillar westward to shrink space for players attacking the tech point * Minor visual changes Heatsink * Heavily modified Pipeworks-Heatsink exit to provide a better player experience with different cover, a different style of turn and more open floorspace for better fights * Moved Heatsink-Containment big crate more into Containment to removed significant line of sight problems Lava Falls * Removed southern Lava Fall resource nozzle * Replaced large multi-tiered tower with single level pillar * Moved resource nozzle * Added significant amount of cover around resource nozzle platform * Added jump from southern Lava Falls to room bisecting pipe * Repurposed ceiling platform cover as hanging cover for southern Lava Falls bisecting pipe * Added big electric thing from southern Lava Falls to northern Lava Falls * Added pillars near Containment-Lava Falls entrance for more cover * Added much more cover to southern Lava Falls * Added more pipes for cover to account for multi-tiered tower being removed for flying/blinking lifeforms * Added pillars to eastern Lava Falls-Chasm connector * Major cosmetic changes including new Lava Falls cinematics | Must be run on Server, Map | No | 23.112 MiB | Oct 25, 2017 | 26-12-2020 00:03:24 | |
![]() | 2333712590 | Simple Green Crosshairs | Clean and simple cross-hair pack. All cross-hairs are solid green with a 1-pixel black outline for maximal visibility under all lighting conditions. Ranged weapons use a cross with empty middle pixel. Every other weapon or utility uses a dot. Hit markers are similar to the basic cross-hair, but rotated by 45 degrees, resulting in an X symbol. “Green iz best!” - Ork Slugga Boy | Passes Default Consistency, Crosshairs | No | 1.567 KiB | Dec 25, 2020 | 25-12-2020 12:06:50 | |
![]() | 2331810163 | ~~~~~ | ~~~~~ | No | 567 B | Dec 24, 2020 | 24-12-2020 19:06:53 | ||
![]() | 2331655238 | AV Mod - Nightsy (Film Grain) | AV Mod - Nightsy (Film Grain) | Alien Vision, Passes Default Consistency | No | 1.651 KiB | Dec 23, 2020 | 24-12-2020 01:39:57 | |
![]() | 2331540931 | AV Mod - Schu Style Dark | AV Mod - Schu Style Dark | Alien Vision, Passes Default Consistency | No | 1.52 KiB | Dec 23, 2020 | 24-12-2020 00:54:41 | |
![]() | 2331530595 | AV Mod - Schu Style Light | AV Mod - Schu Style Light | Alien Vision, Passes Default Consistency | No | 1.521 KiB | Dec 23, 2020 | 24-12-2020 00:54:35 | |
![]() | 2331671641 | AV Mod - Real Schnightsy AV | The 'grain' effect is a side effect of trying to achieve a dark AV whilst simultaneously showing invisible structures and glass - as they are completely removed in the other dark av mods. A solution without the grain is being worked on. EDIT: A solution has been found, subscribe to Oiler's AV if you wish to avoid the grain effect and see blueprints/windows.\n\n\nThanks to Oiler for providing the code to make this possible! | Alien Vision, Passes Default Consistency | No | 1.655 KiB | Dec 23, 2020 | 24-12-2020 00:12:37 | |
![]() | 2331089701 | y4mz AV | y4mz AV | Alien Vision, Passes Default Consistency | No | 6.306 KiB | Dec 23, 2020 | 23-12-2020 23:51:34 | |
![]() | 2330490836 | Criogenics AV | Criogenics AV | Alien Vision, Passes Default Consistency | No | 6.305 KiB | Dec 23, 2020 | 23-12-2020 15:17:12 | |
![]() | 2322759579 | Alien Vision: Meph | Simple alien vision with improved clarity | Alien Vision, Passes Default Consistency | No | 1.628 KiB | Dec 16, 2020 | 19-12-2020 07:01:08 | |
![]() | 2315353128 | MAC Leash Fix | Fixing the mac leash Bug: * If a MAC is doing something when idle (automatic weld order, or build order) and the command ask the mac to move elsewhere, then the mac will return to the origin location after reaching the location Repro: * Move a MAC to an unbuilt powernode * Order to MAC to move away from the node (close and far) * Notice the MAC moving back *** ns2/lua/MAC.lua 2020-02-09 10:54:45.727956637 +0100 --- lua/MACLeashFix/MAC.lua 2020-12-10 17:22:35.362392480 +0100 *************** local function FindSomethingToDo(self) *** 824,832 **** --- 824,834 ---- --DebugPrint("return position set "..ToString(self.leashedPosition)) end self.autoReturning = false + self.selfGivenAutomaticOrder = true return self:GiveOrder(orderType, target:GetId(), target:GetOrigin(), nil, true, true) ~= kTechId.None elseif self.leashedPosition and not self.autoReturning then self.autoReturning = true + self.selfGivenAutomaticOrder = true self:GiveOrder(kTechId.Move, nil, self.leashedPosition, nil, true, true) --DebugPrint("returning to "..ToString(self.leashedPosition)) end *************** function MAC:OnOrderGiven(order) *** 840,845 **** --- 842,854 ---- -- Clear out secondary order when an order is explicitly given to this MAC. self.secondaryOrderType = nil self.secondaryTargetId = nil + + if (not self.selfGivenAutomaticOrder) or self.autoReturning then + self.leashedPosition = nil + self.autoReturning = false + end + self.selfGivenAutomaticOrder = nil + end | Must be run on Server | No | 9.712 KiB | Dec 10, 2020 | 10-12-2020 16:23:38 | |
![]() | 1867197633 | Debug Dodging | Debug Dodging\n\n\nThis mod is an extension of the debugspeed command designed to help alien players to refine mouvements.\n\n\nIt is showing the accuracy of marines shooting you, as well as the relative angle between you and the shooter crosshair.\n\n\nThe lower the accuracy the better, the higher the angle the better. The angle value is there to show if you are easy to track.\n\n\nHow to use:\n\n\n* type the `debugdodging` (or `dd`) command in console to toggle\n\n\npublish_id = "6f4b2cc1" | Must be run on Server | No | 68.648 KiB | Sep 19, 2019 | 07-12-2020 11:52:04 | |
![]() | 2311057340 | MickeyMemes Crosshair | MickeyMemes Crosshair | Crosshairs | No | 2.911 KiB | Dec 6, 2020 | 06-12-2020 16:04:22 | |
![]() | 1823728662 | NS2CN - Zumoatania | Experimenting...it may destory your computer if you run it without the corresponding key. | Must be run on Server | No | 3.46 MiB | Aug 3, 2019 | 06-12-2020 01:08:13 |