#Folw's Old Mods - Abandoned
137 messages · Page 1 of 1 (latest)
It is WIP so i will add tooltips on Friday,as i dont have access to my PC rn
Though the shadow class is quite intuitive i think
For a thing in synthetik it is intuitive.
Psy clouding enemies to the point they dodge everything is a big downside. If intentional to change player behavior(discourage overusing zir's gift?), being work in progress(tooltips not communicating it) makes it fail to fulfill that purpose.
Shadow's knife accumulates so much power I suspect that there's a bug.
Something to do with time keeper's CQB keeper kit causes gear reset on level transition. F2 says red error count goes up, but the red errors get flushed by others so I can't se them.
Huh,with my broken English i didnt understand the last part, but okay,my breakfast ended and now i have to perish to work
Adios
Gear reset is because of starter pistol
Ty for letting me know
I had that happen before
It wasn't there on the other kit.
Psy clouding is included into the mind control base effect
I will make a custom one without it
Also it kinda balances out so you couldn't just easily kill helpless enemies
So idk, maybe better to leave it be
Cuz enemies deal normal damage on controlled units
And the knife, well,i just need to reduce stacks and multipliers
Big update to all mods on Friday - Saturday 😄
Are faction kit guns supposed to be in the loot pool? In the base game that's not the case and if it's not in the mods either remove loottype.main category.
Some of them are supposed to, the XR rifles are, aks also
The only ones that aren't,are those which are somewhat unique
On Friday i will fix everything Which i left out, because i couldn't finish it today,it is only partly ported right now
I still have to fix the problem with perks and abilities
Man idk,a guy just play tested that kit and everything was normal
I think that's because of a starter weapon or because of some error on your end
Looks like it's not because of a starter pistol also
So idk, probably something else
Mod is updated! Mechanic is now back
About #📀s2-modding message
The shadow mod still works and looks almost as okay as before.
Shadow's punisher KIT doesn't increase in damage with weakpoint hits.
But zir's mark ammo's explosion applies it. Players can psy cloud themselves by shooting an enemy or a wall at point blank range.
Pride's terror level 4 and 5 modify an unassigned stat.
Finally found why shadow's dagger's power goes up so much, exiting a map makes the power increase from path 4 happen again because its no condition passive(takes a stack change to update). Neither condition one use nor on level end compensation fix it. Delete path 4 to quickly fix it without issues. The dagger already gains damage from stacks because of deal damage using stacks.
Outsourcing the power change to another action works. To keep the stack-based power increase put it in another action, use the modify action result, target the dagger and make sure the dagger keeps own and the other action's stacks the same all the time.
Okay! Thanks a lot,i will try to fix it but im not sure that it will work
as i had to start over again, XD
Alright
I merged depots and fixed all of it
gonna now upload
The Shadow Mod has been updated
Rotor Drone Class Is now released!
A soon addition to the Rotor Drone Class mod (which will change name soon), the Ion Recon.
It is a Ion based class, with powerful abilities. Has a close range perk, which allows to stun enemies and easily kill them. (As shown on video)
Gonna update the Rotod Drone Class on Friday, the other mods are finished for now.
Tiny nitpicks on the rotor mod:
Kits other than explosive have max stacks at 101 instead of 100, LMG kit mentions heavy gunner's suppression, the 1. perk is hidden in the menu(untick the "hide in main menu" checkbox) and jackal says no ammo cost in a sentence about chance, but gives free extra shot amount.
Ty,i was trying to find the no ammo cost stat,but my English is not very good,so i took free extra shot amount,lol, also i will make new description for lmg kit
The explosive kit is supposed to have 101 stacks
But, overall, how is it?
😄
Fun allowing, but not really causing.
No clue how else to word it. Probably matter of taste/being used to other things(including other mods you made) and someone else will love it.
I recall there being demand for guaranteed self-sufficient weapons so it strikes a niche.
I don't know how to make stuff more fun for people already trying to have fun, so I won't confidently suggest what to change.
No armor on the drone is the cause
Basically
A glass cannon
The shield increase does extend how much damage can be taken for free and goes somewhat nicely with trying to optimise the close range area stun.
Also, swapping shield and health amounts changes the relative threat of enemies, so there's a thought process change.
Shield isn't affected by armor if I'm not mistaken, so giving a shield-heavy unit armor may not change much.
Hmmm, okay,gonna think about it
There is gonna be an addition to the mod,aswell as a name change
I have problems with the custom laser,so i would be very appreciative if you could help me out on Friday
I'd tie the availability of healing to something other than time passing(maybe killing enemies), make a core ability so that core-affecting content isn't irrelevant and add a visual for the range of the stun ability, but none of these would make anyone attribute fun to the class.
Yes. Apart from the uranium bullets they're constant stat changes, meaning they can't add much more than kernels. Turning extra shots into extra bursts with jackal might be hilarious, so there's this at least.
I came up with a core ability that spawns an entity where the crosshair is and the entity explodes when shot by the user or maybe their allies, but assigning it a team is problematic, as assigning user's team makes enemies target it, neutral can't check which team shot it(checking for a player is possible by spawning an action that triggers if environment signal is owned) and hostile will do little to enemies and a lot to the user's team unless the explosion is faked using deal damage.
Hmmm, you can make it a player's team and just add a misc effect which makes enemies to not target it
Smart.
I think there is a couple of these effects, you can search for them
But would the ability fit the drone mod?
I think it will,if it's gonna be a class upgrade which adds it, or just make a specialization
Anything will fit,it just amounts to how much work you can put in
Lol
Aight, back to work, gonna buy a laptop next week so i can mod while away
I have some stuff to test, you up for that? 😄
Yes, what stuff? The teased ion thing?
Yup
Im going to release it in a couple of days,just want some opinion on it
You okay if im just going to send you the depot file? Dont want to post it on modio yet
Yes.
Ion capitao kit's ion particle shot targets self, don't do that. No clue what the intention was, but to use the crosshair delete the target.
Hmmm, okay,it kind of doesn't affect anything, sooo
Anyway,will change that
Ah,also
Dont pick Dual Cr-18s
It's weird that way.
Hmmm,okay 😄
Broken, not finished
The projectile was off often it made me check the implementation.
Hmm, okay
Long range(HS 500 perk) has a typo "withinG".
Ah, thanks, most of the weapons are not finished yet
The only finished ones are within the classes and starting weapons
Make the visual of ion laser show under the passive condition of on level end = false to make it persist between level transitions.
Picking up/dropping weapons breaks it for dual wields let me figure out a fix for that. That's going to take a while if the mod keeps disabling itself. Editor in tutorial.
Uhhh
Didn't understand a thing, on the second part of the message
What breaks for dual wields?
Whenever the player picks up or drops a weapon, the laser stops being 2 pointers when holding a dual wielded weapon. After that it's 1 pointer instead. This is fixed on level transitions but not other things for some reason.
Huh, never had that happen to me somehow
For me everything works correctly
It does bug out sometimes,not showing the laser
But a simple weapon switch fixes it
I tried a timer fix to check redoing the laser is enforceable at all(it was but now isn't, weird), and this happened.
I found a fix. Make a separate action for the pointers and make the ability spawn the action in a passive condition path that checks for on level end = false and weapon switched = false. I'll play a run with this so see if this or something else breaks.
Is ion punch claiming to do ion punches supposed to mean it has the stats of ion technology? I'm asking because it doesn't have ion stats and anyone trying to deal full damage against armored enemies with it will be disappointed.
Hm? Its supposed to negate armor
Or maybe i sent you a wrong zip file
I have a couple of them,lol
Ion technology has 100 APen and 75% shield damage, while the ion punch I got has 15 APen and seems to have 100% shield damage. If it's different on your end then wrong file indeed.
Yeah
It is different
My mistake, sorry
But np,i think it has most of the stuff that I need tested
I would like to hear your opinion on abilities mainly
Because the weapon stuff is not that important
The abilities don't have anything so wrong in what their goal is that I see it. In terms of implementation I wonder why ion flash nades have their damage in the ammo instead of the results that shoot them. I don't think this changes the damage to explosion radius conversion.
They're tweaks on base game stuff, so people's opinion might not differ that much from what they think of the base game. Operation "Разлом" is a bigger tweak and it looks cool. I'd make it's deviation not random to make it more consistent at being the ability that does a lot of staggering.
Hmmm, okay,i plan to add more abilities to choose from,im just making the base class right now
😄
Thanks for the feedback,will work on it
Remember to give sleeper bullets a description.
Yes sir ,lol
Uhhh, how do I do that?
For it to check
In condition logic the same way all other checks are implemented.
I may have worded it badly and it looks alien, but it's a thing you're doing all the time with actions.
"On level end", "weapon switched" and "false" refer to operands here and by "false" I meant constant bool with value NOT ticked.
By "=" I meant the equals operator and "and" there is also an operator, use it between the 2 conditions.
That way when either a level transition happens or the player switches weapons, the passive condition path isn't active for a frame and the action is removed and spawned again and that fixes the laser pointers.
Ion Recon is now out, will do preview image soon
Decided to collab with Fibi, lots of new stuff is coming soon,gonna be the biggest mod out there
Is there a point to keeping U11 versions now that U12 is live?
Dunno, maybe I'll delete them