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Create -1452 "NewCryoCard"+ObjProp "NewCryoCard" "ObjName" = "Cryo_Card"+ObjProp "NewCryoCard" "ObjShort" = "Cryo_Card"-ObjProp "NewCryoCard" "PhysType"+ObjProp "NewCryoCard" "Position"{ "Location" 109.15, 47.50, -3.68 "Heading" 0}+ObjProp "NewCryoCard" "PhysType"{ "Type" "OBB" "# Submodels" 6 "Remove on Sleep" FALSE "Special" FALSE}
Funny coincidence, I just went through the maps an hour ago and removed the special recoil/degradation stats from all weapon pickups for my own mod. It looked like a holdover from an unfinished feature for me -- there's already enough variation from ammo count, weapon condition, and even modification level to add meaningful and readable depth without hidden stat variation. Some of it is absolutely ridiculous too -- an Assault Rifle that never breaks (fixed in SS2Tool/SCP), a Pistol with no recoil, a Pistol with 1/5 degradation rate, and so on. In any case, if anyone wants to know all of the weapon pickups that have special stats, they'll be tabulated in 1.02 of my mod.
I actually think it's a great idea to use an external script to initialize the randomization -- this means that you can potentially scramble resources or even key items between maps (with some care) with proper tracking.
If you want, I can offer some help with custom squirrel scripts for replacing items in the maps -- I have one that can replace weapons while also setting their ammo, condition, and status to custom values. This could be easily expanded to other properties (e.g. stack count) as desired. ZylonBane also just created an improved script for putting objects in containers, which is a lot more robust than moving corpses around via DML (which turns off their physics IIRC)
Moving physics objects must be Sphere (or Sphere Hat) physics type. OBB is only for immobile physics objects.
Is it possible to just randomize container contents