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#1
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So that's an "open door" for new weapons !
I've started my first modelling : a TEC-9 (the one from GTA cause I can't figure out who was the constructor). But it starts to be a completely irrealistic weapon. Modelling's very hard for me since I've only played with 2D files over the past 10 years ! So I progress very slowly. What's that "new user function" ?
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Remember to breathe just before pulling the trigger ! |
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#2
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A quick google translate shows this:
-GetCurrentMerc - get LocalID measurement, the currently selected -ChangeItemOwner - picks up the subject of one NPC and other issues -ShowMap - shows an open global map (without fog) -EnableSaveOnBattle - the management regime of "Iron Will" -ShowDialog - displays a dialog with the specified text and different variants of the buttons -SetItemCondition - change the subject wear -A set of functions for working with XML-files (including XPath) -A set of functions for working with the inventory directly to the NPC, as well as to work with the contents of vehicles (cab and trunk) -IsFileExists - checking existence of file EDIT: Here's a link from theBrain that might help you with the TEC-9 work Last edited by R@S; 12-30-2010 at 05:08 PM. |
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#3
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I've gotten permission to use the HLA laincher and it has opened up the game to some new functions. Even if I should've been working on other things I couldn't keep my focus when all these goodies are right in front of me.
There'll be an Iron Man setting in the next version, it will mean that there will only be a limited number of saves when in battle. The number of saves can be set in the BlueSunMod.ini, there you can also turn off the Iron Man mode completely. Any item, not weapons and such, can now be used in the same manner as quest item slots. I'm thinking of putting the Field Ragio and Headphones outside the quest item slot, giving them a penalty when carried around. The radio will be heavy and the headphones will take the helmet slot which means that if worn the character can't wear a helmet. But I'll have to do some testing before I decide what to do. |
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#4
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#5
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what would be strange is to allow wearing headphones WITH ANY helmet. Unless the helmet and the headphones are especially designed to be weared together, you cant wear them IRL. And no, you cant wear headphones on your eyes and expect them to work.
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#6
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Anyways, this discussion is purely academical since the work involved in adding the headphone models to all the mercs' heads is too much for my lazy a$$. And even if there is a new event that is thrown when the player puts something on, there isn't one that is thrown when it's taken off. But I might move the headphones from the quest slot to the regular inventory, and while the player has it in his inventory he'll get the hearing increase. That would still give some penalty in the form of inventory space - "realism" be damned I did play around with the radio a bit and it suffers from a similar issue, when worn on the shoulder or neck it isn't shown on the player model. I think Deadhead is working on making these kinds of 3d models untied to the character models so you wouldn't have to edit every single merc.azp to get it to show, but until he succeeds it will stay in the quest item slot. The Iron Man setting is now implemented and working, I've added the HLA function where the amount of saves you have in battle are related to your CGL. On CGL 1 you'll get 1 save, on CGL 2 you'll get 2 and so on. From the little testing I've done I must say I like this, it adds a level of planning when you fight, no more "save all the time, just to be sure". |
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#7
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although their usefulness is doubtful in combat environment I guess On a separate note - every time I read something about HLA I start wishing that they do some kind of text exporting for translation purposes... wishful thinking I guess |
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#8
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i think you are imagining things. We are talking about military radio headphones. Not ipod speakers. But i guess you can google that for yourself too. |
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