Boxhead_Data_v1.4.6.zip
What's new
BoxHead Universe Data v1.4.6
DAI Engine 4.2
BoxHead Universe continues its transition into a full standalone wave-survival Experience built entirely on DAI Engine 4.2.
Armory & Persistent Progression
- Expanded the persistent BoxHead Armory system.
- Armory and Loadouts remain separate from active survival gameplay.
- Armory unlocks are stored per player inside the persistent Boxhead Universe profile/save.
- Armory Credits are earned through survival progression at approximately 1 Credit per $1,000 earned.
- Removed the placeholder Armory balance text.
- The Armory now reads the player's real
bh_armorycredit balance. - Credit reporting automatically refreshes while the Armory interface is active.
- Armory balance remains player-specific for multiplayer/LAN play.
- Corrected internal pack metadata to properly identify the release as v1.4.6.
Weapon Magazine & Reload System
- Firearms now use actual loaded magazines/chambers instead of consuming reserve inventory indefinitely.
- Firing subtracts ammunition from the currently loaded magazine.
- Reserve ammunition remains separately stored in the player's inventory.
- Right Click with a firearm now reloads it from reserve ammunition.
Magazine Capacities
Service Pistol: 12
Hand Cannon: 6
Vanguard Carbine: 30
Pump Shotgun: 8
Vector SMG: 32
Bulwark LMG: 60
Longwatch Rifle: 10
Arc Caster: 8
Newly purchased weapons begin with a loaded magazine/chamber.
Wall ammunition purchases provide approximately one magazine of reserve ammunition.
Ammo purchases also attempt to top off the currently owned weapon.
Wall Buys & Physical Interactions
- Fixed the underlying wall-buy interaction routing.
- DAI 4.2 native block interactions now call their actual BoxHead server functions directly.
- Weapon wall buys, ammo purchases, perk machines, and map access terminals no longer incorrectly target action-definition IDs.
- Improved weapon ownership detection across:
- Hotbar
- Main inventory
- Main hand
- Off hand
- Existing weapon owners can purchase ammunition instead of attempting to buy duplicate weapons.
Projectile & Combat Improvements
- Continued straight-line projectile collision improvements.
- Head-level bullet collision is handled against the infected's actual combat volume rather than only its feet position.
- Standard infected now reward:
- $60 for a normal kill
- $90 for a killing headshot
- Kill rewards also feed Armory Credit progression.
- Infected cleanup now occurs directly through death handling so defeated 3D models disappear much faster.
Grenades & Tactical Equipment
- Reworked Frag, Incendiary, Stun, and Shock projectile throws.
- Throwables now spawn farther in front of the survivor.
- Increased forward velocity.
- Added a stronger upward release trajectory.
- Delayed manual gravity so equipment clears the player before dropping.
- Tactical and lethal equipment remain single-use survival resources.
Match & Loadout Flow
- Active Loadouts remain selected before entering survival.
- World entry automatically applies the joining player's own active Loadout.
- Multiplayer players do not inherit the host player's equipment selection.
- Persistent Armory/Loadout authority continues to use the shared Boxhead Universe save.
- DAI_Engine_Shell remains untouched because DAI Engine 4.2 reserves it as a core-only shell environment.
Interface & Input
- In-game DAI screens use explicit Resume/Back controls to guarantee mouse recapture.
- Escape dismissal is restricted where DAI 4.2 would otherwise leave the camera cursor unlocked.
- Added clearer interface guidance for returning to gameplay.
Compatibility
- Built specifically for DAI Engine 4.2.
- DAI Engine remains frozen at version 4.2.
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