6634bfb86c1d3

6634bfb86c827
1 Guest is here.
 

Topic: SS2 Stasis Trap Read 6021 times  

6634bfb86ce68voodoo47

6634bfb86cf19
Time for one of those small bits that didn't make it into the main SCP build (this one because it changes a game mechanic). this minimodâ„¢ will change how the Stasis Field Generator secondary mode works - after freezing the creatures in the impact area, it will also deploy a stasis trap that will persist in the world for another 24 seconds. any AI foolish enough to wander into it will win a free ticket to the stasis land. the player is immune, so it can be used defensively by firing the secondary mode shot right under their feet.

Load it with the modmanager, can be activated or deactivated mid-game.

https://www.systemshock.org/index.php?topic=12433
« Last Edit: 04. January 2024, 13:07:51 by voodoo47 »
Acknowledged by: JML

6634bfb86d0eavoodoo47

6634bfb86d16f
updated to not be SCP exclusive (should work with anything you throw it at), SS2tool patched install (NewDark v2.48+) required.
« Last Edit: 09. July 2019, 20:30:06 by voodoo47 »

6634bfb86d5a1RocketMan

6634bfb86d601
This is a really good mod.  I just thought that needed to be said.

6634bfb86d6f1voodoo47

6634bfb86d74c
well yeah, considering how useless the vanilla weapon is, anything that makes it less so is good.

and now with 2.48's ability to dml create archetypes, it was incredibly easy to rewrite it so it would work with any gamesys out there, so why not.
Acknowledged by: JML
1 Guest is here.
and out of it and feeling blue
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6634bfb86e839