Posted by: voodoo47
« on: 13. August 2024, 09:41:17 »the link id code? in the editor, as explained in your other topic, posted an example code snippet there.
yes, that's the problem right there, you do not. or don't want to. so again, you should not be adding additional projectile links to the AI concretes. just like you shouldn't be spawning them upside down. some things are just bad practice, and should be avoided, even though they aren't crashing the game right away.i still dont see the issue
yes, this will not crash the game or anything, it is however not what the mod should be doing - if the intention was to modify the projectile links so that the projectiles would pose more of a threat to the player, then that is what should be happening there. so edit links, not add new ones. I gave you an example of the proper code in the other topic.Why can't i add new projectiles though i already tested it
ok, let me clarify how this works to clear all potential future misunderstandings - if a regular forum member posts a mod, it will get moved to Recreation automatically. for it to be declared good to go, and moved to the mods subforum, it needs to be checked by a senior forum member, who will make sure it loads without errors, is not crashing the game, and is doing what is intended. if it's fine, the mod is moved to the mods subforum. if issues are found, the mod is moved to Engineering, and the author is advised to sort them out.a lot of things that are just incorrect
Isn't modding this game pretty goddamn hard on a technical level relative to most other games?
Sorry, just getting deja vu from when attempting to release a huge mod in the past and getting jumped for not including optimized compatibility, which would have only been achievable by sacrificing the mod's most important feature and nor did I care for optimal compatibility anyway.
Fecking lol, I bet he saw his name in the random message and thought it was some custom insult crafted just for him. The persecution complex is strong in this one.also no idea what do you mean by something at the top of the page.
If all you want to do is silence an AI's idle barks, just add AI Core/Broadcast Customization to it and deactivate the alert zero/one/two broadcasts. Stomping on asset files should be a last resort.the sounds are for difficulty. i have muted most of the assassins sounds except his footsteps and pain/death so you dont know where they are.
Here's what you're not getting: The entire point of DMLs is to change ONLY the specific things needed to make a mod work, so the mod will be more likely to properly interoperate with other mods.so with the gamesys, i copy pasted everything i changed but also things i might change and i also use lots of enters and lines to organize everything so i can quickly scroll past it.
as far as new projectile links, i dont want to spend the time to delete the plus signs or whatever