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Message: [quote author=voodoo47 link=msg=133769 date=1587716428] very quick check - the mission dmls are not fingerprinted to not load for Secmod maps, so they probably will for at least some of the Secmod levels. not a big deal as people shouldn't be using the mod when Secmod is active, but might as well safeproof it completely (don't apply to map if QVAR "secmod" == 1). umm.. no thanks. to anyone interested in not being annoyed to death by the sound, gamesys.dml, change -1200 back to -3000 in the code bit below (or delete it completely); [code]////Restores Laser Rapier buzzing volume +ObjProp -3002 "SchPlayParams" { "Volume" -1200 //was -3000 }[/code] the logs show no errors when loading the dmls, I assume? no time to test to death, but at least the technical side of things should be confirmed working ok before I move this to the mods subforum. //gamesys.dml quick notes; - nerfing tank on impossible? come on, that was pretty much the only situation where one would actually want to take it. - increasing research times, yeah, that's definitely not going to annoy people. - while making the regular batteries rechargeable is not a big deal, turning the prisms into just "the other type of rechargeable battery" as well might be a bit too balance breaking. guess it's not that bad if the repair cost is prohibitive enough - is it? - launched projectiles ejecting spent casings is a bit of a duct tape solution - the proper way of handling this would be making the weapon eject them, see the setups on SCP shotgun. - line 526 says "//Have to delete and replace the old StimSource (just editing them won't take for some reason)", looking at the code, I'm assuming this issue has been resolved, so the comment is now redundant (and might confuse someone looking at the code for references). [/quote]
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