Posted by: ZylonBane
« on: 27. January 2025, 03:44:53 »That's a red assassin though, so it's not a spawn. That one in particular is actually placed in mid-air.
Added a sound to trainers and OS upgrade stations opening. I can't decide if it sounds too low-tech compared to the other sound effects.
https://www.youtube.com/watch?v=7bWQQxNj8MM
Okay, how about these. Note that I've deliberately tried to keep these as short as possible because HUD message text is only visible for a few seconds, and because the longer any text is, the more likely people won't even bother reading it.
Navy: "Enlist in the Navy to focus on technical skills."
Marines: "Enlist in the Marines to focus on weapon skills."
OSA: "Enlist in the OSA to focus on psionic skills. Not recommended for inexperienced players."
I've seen more than a few first-time SS2 players pick OSA because of course psi powers are like so totally cool man, and subsequently have a terrible time. I wonder if it would be overkill to, when players approach the OSA tunnel, pop up an onscreen message something like "Warning, not recommended for inexperienced players."
Maybe even expand this to a popup for every service, since this area can be frustratingly cryptic for first-time players. Like if you approach the Navy tunnel, you'd get something like "Enlist in the Navy for a career focused on technical skills." Marines would get "Enlist in the Marines for a career focused on weapons." or whatever. Sure this sort of thing seems obvious to us, but at this point the game hasn't straight up said it, and character creation is the last place you want to be coy with the player.
Yup. This make the hatch fully functional again. Also fixed a small bug with droids not popping out of their casket in eng2.just for fun, try to edit scpScript.nut, find !ShockGame.CheckLocked and delete the !, save and see whether that gets the hatch going again.
Well, I only did the Von Braun part. Wanted to test it against the most notorious stalkers in hydro and rec. At least now we know it works ^^For the love of god.
There is no issue. The script sent was ONLY for testing the invisibility fix, not playing the entire game.
unable to replicate. a save?Only bug I noticed is that the hatch leading to the core in eng1 doesn't work while running this new script? As in, the buttons does nothing and the hatch won't open.
Breaking AI awareness links once is easy. Removing the ability of specific AIs to hear, then restoring it, reliably, is hard.RSD has a feature where Psi Teleport will confuse enemies (as seen here), maybe SCP should think about doing something similar when you hack security.
The thing is they'll stalk you through an entire map if their pathing allows it. With psi invisibility you can quickly de-cloak to make them return to their original position. With a 4 minute security hack that's somewhat difficult.
The thing is they'll stalk you through an entire map if their pathing allows it. With psi invisibility you can quickly de-cloak to make them return to their original position. With a 4 minute security hack that's somewhat difficult.It only makes "mobs" blind, not deaf. They can still hear you stomping around.
Sorry, don't have a save prior to that encounter anymore. And wasn't even camping. Mobs just respawned as fast as I could kill themeng1 extra spawning - is actually milder than in b5, courtesy of the eco ubercharge bug being fixed now. how you got 7 rumblers is beyond me, unless you are just camping there waiting for them to spawn. save?
It only makes "mobs" blind, not deaf. They can still hear you stomping around.OS-UP Security Expert: Well, the "vanilla" bug of mobs following the player around during invisibility is kinda amplified with this new OS upgrade.