673fd96a0d954

673fd96a0ec60
1 Guest is here.
 

Topic: SS2 additional Ops prison event Read 2999 times  

673fd96a0f302voodoo47

673fd96a0f378
this is slightly experimental, but seems to be working ok as far as I can tell - so, this dml mod grabs some unused assets and adds a small scripted event to the Ops prison.

install using the modmanager (priority does not matter), and note that while you don't need to start a new game, you will have to use a save where you didn't enter ops4 yet for this to work.

feel free to comment/report issues.


//now live as a SCP minimod
« Last Edit: 01. November 2017, 13:58:48 by voodoo47 »

673fd96a0f450voodoo47

673fd96a0f49e
update - now the event should trigger appropriately no matter how the player enters the prison. as far as I can tell, this now has production quality, so I'll leave it here for a couple of days and then move it to the mods subforum.

again, comments are welcome.
« Last Edit: 09. December 2014, 00:19:49 by voodoo47 »
673fd96a0f7e7
A video or a short description would be nice.

673fd96a0f8abvoodoo47

673fd96a0f8f8
anything beyond "a scripted event in the prison" would spoil the surprise. just go there, and something should happen, something very obvious.
673fd96a0f9e7
I haven't even had the time to try SCP yet. :(

673fd96a0fac4voodoo47

673fd96a0fb12
you could always add first_level ops4.mis to your cam.cfg, start a new game, use the ubermensch cheat and then just run around the bad guys right to the prison.
673fd96a0fcfa

Secmod 3 bug

Secmod 3 -->Arcaniac Graphics Reduxed v2.1 bug


[Secmod 3 bug1.jpg expired]
[Secmod 3 bug.jpg expired]
[Secmod 3 bug2.jpg expired]
[Secmod 3 ,Arcaniac Graphics Reduxed v2 ,1 bug.jpg expired]
[Secmod 3 -Arcaniac Graphics Reduxed v2,1 bug.jpg expired]

673fd96a0fdc6voodoo47

673fd96a0fe12
that's obviously not supposed to happen (I have tried both vanilla and SCP, works fine there). for the moment, consider Secmod not compatible.

also, make sure you are running the latest version of the prison mod, the first one might be buggy (though I still can't imagine it causing such odd model deformation).

673fd96a1019cvoodoo47

673fd96a101ea
create the motions, and I'll make it an official dancing prison hybrid casatShock mod.
« Last Edit: 25. October 2017, 17:39:29 by voodoo47 »

673fd96a102acvoodoo47

673fd96a102f6
confirming, the mod does not work properly with Secmod. I have no idea why. the hybrid should be playing dead, but isn't. must be something on the Secmod hybrid archetype, something that is preventing him to assume the dead2 pose, and also forcing him into the squatting position once he dies.
« Last Edit: 09. December 2014, 18:43:14 by voodoo47 »

673fd96a1040dChandlermaki

673fd96a1045c
It isn't working properly with my installation, either. I'm just using SCP and the Hybrid appears to animate properly, but is too high up like in unn_atrophos' picture.

673fd96a105c4voodoo47

673fd96a10612
can you share a(n auto) save from the beginning of the level?

just for the record, the squatting position always happens for me with Secmod, but never with vanilla or SCP.


//found the reason. unfortunately, fixing it will break the end of the sequence, so I will have to think of an alternate way of ending it. never a free lunch with the Dark..
« Last Edit: 18. December 2014, 00:30:34 by voodoo47 »

673fd96a1079cvoodoo47

673fd96a107e9
ok, the attached dml should cure the squatting position problem. the end of the sequence will be broken, but I need to be sure the squatting position bug is gone for good before working on this any further. the startpoint has been moved to the prison, so basically, all you need to do is enter ops4 from ops2 and you can test right away (as before, it must be your very first visit to ops4, or the dml will not load properly).

//edit: just realized that I can fix the end relatively easily, and while this will not be perfect (I'd like him to be alive and actually die, right now he is basically a zombie, not really alive and not really dying), for all practical purposes, this just needs to work reliably and not cause issues, and test2 should do exactly that. at the moment, it seems to work perfectly (tried vanilla, SCP and Secmod), but I'll wait for confirmations before moving to the mods subforum, so test and let me know, would you kindly.

//also, one thing I'm not decided on - would this work better with the hybrid model, or the regular (original) crewmember model?
« Last Edit: 18. December 2014, 09:55:00 by voodoo47 »
673fd96a10b77
so, no comments?
Secmod3

winXP it's not working sound

win8, win8.1, win10 Works

673fd96a10c13voodoo47

673fd96a10c5f
all I can say is that it works on my xp machine.
673fd96a10d84
SECMOD3.1999
[Ops4.jpg expired]

673fd96a10e65voodoo47

673fd96a10eaf
well yes, that's why this mod is in Engineering - it's experimental, unfinished, and might not work properly.

but I now finally know what that last thing I always forget before a SCP build is releasedâ„¢ is as far as beta3 is concerned - wanted to add a few stubs to the SCP ops4 map so this would would work properly as a SCP minimod. so SCP 1.0 it is, then.

673fd96a10f70voodoo47

673fd96a10fba
yaay, an update - pros: should finally work, cons: SCP beta3 only. to test, you need to load the mod before entering ops4 for the first time, and enter it - note that you will be spawned right above the prison.
1 Guest is here.
Congratulations - you have won washing machine :) Call: +86 666 666 999
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
673fd96a120af