Posted by: voodoo47
« on: 28. November 2024, 20:16:48 »oh this was meant more for @RoSoDude to check.
I'm curious what sort of bugs you encountered. I just tried this, and it seemed to work fine:3b. The security countdown displaying on top of the hacking window is a nearly unavoidable issue in RSD, as I reimplemented the hacking minigame in a custom overlay, but custom overlays display behind native overlays. I tried a bunch of elaborate hack fixes to address this by disabling and re-enabling the windows when certain conditions were met, but it led to buggy alarm behavior so I ultimately gave up on it.
if (ShockGame.OverlayOn(kOverlayAlarm)) {
ShockGame.OverlayChange(kOverlayAlarm, kOverlayModeOff);
}
On overlay closeif (ShockGame.IsAlarmActive()) {
ShockGame.OverlayChange(kOverlayAlarm, kOverlayModeOn);
}
Though of course you'd want to throw in a check of the HUD resolution to see if it's even necessary to hide it.function OnFrobWorldBegin() {
if (!IsDataSet("HackTimeOrig")) {
SetData("HackTimeOrig", GetProperty("HackTime"));
}
SetProperty("HackTime", GetData("HackTimeOrig") * (ShockGame.HasTrait("Player", eTrait.kTraitSecurity) ? 2 : 1));
}
Not tested, this is just off the top of my head.class SomaDrain extends RootPsi {
function ActivatePsi() {
base.ActivatePsi();
doDrain();
DeactivatePsi();
}
function doDrain() {
local mod, drain, heal;
local obj = ShockGame.GetDistantSelectedObj();
if (obj && Link.AnyExist("StimSensor", obj, "DrainStim")) {
drain = GetData("Data1");
mod = GetData("PsiStat") - GetData("Data3");
if (mod > 0) {
drain += mod * GetData("Data2");
}
heal = scp.Clamp(drain, 0, Property.Get(obj, "HitPoints"));
ActReact.Stimulate(obj, "DrainStim", drain, "Player");
ShockGame.HealObj("Player", heal);
createFX(obj);
}
}
function createFX(obj) {
local fx = scp.CreateAt("Soma Drain FX", obj);
if (Property.Possessed(obj, "Creature")) {
local lnk = Link.Create("ParticleAttachement", fx, obj);
LinkTools.LinkSetData(lnk, "Type", 2);
LinkTools.LinkSetData(lnk, "Joint", 3);
}
}
}
They're already destructible even in vanilla. With a WormBlood implant you can destroy them with your teeth.I prefer worm piles to not be destructible at all
You might want to actually try that and see what happens.allowing the player to wrench them to death is the definition of boring
Destroyed worm piles regenerate after five minutes.keeping them indestructable preserves worm ammo counts for new players whom have no idea about any proliferator worm gun thing until much later.
So tacking on specific requirements to kill worm piles doesn't make lore sense and misses the point of them, which is that they're only a threat when not noticed.
Annelid worm: Dies to wrench and bullets and harsh language.-Worm piles cannot be destroyed by most damage types (only incendiary and anti-annelid)
#### 2.04 BETA ####
-Updated for SCP Beta 5 compatibility and reverts
-SCP Beta 4 is no longer compatible
-Grenade Launcher base damage not increased by 85%
-Worm piles cannot be destroyed by most damage types (only incendiary and anti-annelid)
-Removed debug logspam for frobbing psi pull items
-New headshot system for Pistol and Assault Rifle bullets
-Weapon base damages decreased by 25% (Pistol 4->3, Assault Rifle 8->6)
-Headshots deal an additional 66% damage (25% more than before)
-Damage type weaknessess/resistances apply to bonus headshot damage
-Hybrids, Monkeys, Midwives, Assassins, Rumblers are susceptible to headshots
-Decreased bullet projectile size by 80%
That is apparently because I never mentioned it in the changelist. Will fix that in the next update...Huh, I skimmed the change notes and didn't see that mentioned.
function GetStatString(sVal, dVal)
{
local strText = Data.GetString("misc", "StatReq", "Item requires %s of %d");
local s = strText.find("%s");
strText = strText.slice(0, s) + sVal + strText.slice(s + 2);
local d = strText.find("%d");
strText = strText.slice(0, d) + dVal + strText.slice(d + 2);
return strText;
}
function AddText(strID, strFile, strDefault = "", subVal1 = "", subVal2 = "") {
local strText = Data.GetString(strFile, strID, strDefault);
if (strText != "") {
strText = format(strText, subVal1, subVal2);
ShockGame.AddText(strText, "Player");
}
else {
print("ERROR: String \"" + strID + "\" not found in \"" + strFile + "\"");
}
}
Wrong. The Rick automaps package was never intended as a standalone mod. It was created to be integrated into SCP, which it has been.The real problem here is that Rick automaps ... are in the wrong subforums
Is it best if I avoid this mod, then? RoSoDude might know SS2 well enough to avoid any glitches this mod causes, but I'm sure to walk into the first glitch and crash the game.
Someone for damn sure best not be recommending people install anything from the Engineering forum. There's a reason everything there isn't here in the Modifications forum. We already have a hard enough time keeping people's installs straight and up to date with officially released mods, without having to worry about loons scraping unfinished projects from Engineering.
I've meant to try this for a while, but never gotten around to it, so now's the perfect time!
This is my SS2 mod setup:
Sarge's Randomiser (another mod I've yet to play) has just been updated, would that work with your mod too?