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// ----------------------------------------------------------------------// SetupEventCheckObject()//// Checks to see if the player has the given object. If so, then we'll// just fall through and continue running code. Otherwise we'll jump// to the supplied label.// ----------------------------------------------------------------------function EEventAction SetupEventCheckObject( ConEventCheckObject event, out String nextLabel ){ local EEventAction nextAction; local Name keyName; local bool bHasObject; // Okay this is some HackyHack stuff here. We want the ability to // check if the player has a particular nanokey. Sooooooo. if ((event.checkObject == None) && (Left(event.objectName, 3) == "NK_")) { // Look for key keyName = player.rootWindow.StringToName(Right(event.ObjectName, Len(event.ObjectName) - 3)); bHasObject = ((player.KeyRing != None) && (player.KeyRing.HasKey(keyName))); } else { bHasObject = (player.FindInventoryType(event.checkObject) != None); } // Now branch appropriately if (bHasObject) { nextAction = EA_NextEvent; nextLabel = ""; } else { nextAction = EA_JumpToLabel; nextLabel = event.failLabel; } return nextAction;}
SS.org code tags destroys code formatting? The code box needs a slider on the y axis.
I'd assume that you have tried the Renton scenario, where you can almost always fall back to the combat knife. with Gunther, only the pistol is an option, so it might be more troublesome - basically, requiring the player to know he needs to have an unmodded pistol in his inventory for the arm Gunther choice to be available.
All of the perks detailed: http://www.moddb.com/mods/gmdx/news/gmdx-all-perks-revealed
"Like "Spatial Economizer" only allowing you to carry more medkits and biocells instead of increasing all stack limits", "Thorough" only yielding more heavy weapon ammo instead of increasing all ammo found & "Area of Effect" only affecting the GEP instead of all explosives, etc. It feels artificial and gamey... which, granted, it is. But it's not supposed to feel that way."
"Trained Pitcher" is problematic because "Trained" has a specific meaning in DX's skill system. You don't want to be overloading terms
"Athlete's Diet"? What kind of athlete gorges on soda and candy bars? Seems like "Competitive Eater" or "Junk Food Junkie" would make more sense. Or the more scientific-sounding "Enhanced Metabolism" or something like that.
"Steady" should at least be "Steady-Footed". Without that it sounds like another aiming perk.
"gamey"I'm fully aware of the fact. The perk system disregards realism/sim design to some extent. It is an extension of the skill system which did the same. For example, with the skill system you could wear ballistic armor that degraded over time, and leveling the skill increased that duration. Proximity mines detonated over 2 seconds, and increasing the respective skill increased the timer of these enemy-placed mines. How is that realistic in any way? They didn't even try to explain it away with techno babble.
There's nothing remotely realistic about Deus Ex's or System Shock 2's RPG systems. The thing with those examples though was that it was implied that you got better at some activities, so you could be more efficient with some things. So with Environmental Training, you could make better use of items that help against environmental hazards, and sometimes human hazards like bullets. Demolitions makes you handle grenades and the like better, so you don't set them off as easily. These are intuitive effects. Zylonbane is pointing out that some perk names don't fit in with what effects they have intuitively.
They're pretty much magic powers given to help you out and propped with some pseudo science.
I don't think they do, but you're the maker of your mod, so it's your final decision.
JU! seems to be responding to imagined criticisms rather than anything I actually said.
That instead of incrementing a number on a stat sheet we first find the augmentation, must carry it around in your inventory before you can install it, that once you can install it you do so using medical apparatus. that physicality right there helps support the pseudo simulation. How about that it improves your capability in mostly feasible ways: it isn't magic, but technology, and hypothetically sound technology (no slow-time augmentations, for example)?
Which technology makes someone run super fast, jump from large distances without breaking any legs, and not cause fatigue?
Which technology makes it so that covering yourself with a liquid hides you from security cameras and robots? I know they can be bamboozled with some lighting aberrations, but this is a stretch.