OK, thank you for your reply. I gave your mod a priority. And thanks for such a cool mod
OK, thank you for your reply. I gave your mod a priority. And thanks for such a cool mod
These are the lines ZCP adds to game_setup.script
-- ZCP
if smr_amain_mcm.get_config("smr_enabled") then
multi = smr_loot_mcm.get_config("random_items")
end
-- ZCP END
I don't understand anything in scripts, ZCP adds these lines, if I add these lines to your script, will everything be ok? ZCP uses this script, so you can adjust the number of scattered items from the menu. Or should I not worry, and let your mod be the main ZCP?
Is it compatible with ZCP? You have a generic game_setup.script.
You give hope to moddb :D.I didn't go back to the old version of the WPO mod yet, so I removed some features in the magazines check.
if mag_support then
mag_support.eject_mag(v)
else
Your mod works and there is no more error. I don't understand anything in scripts, but here I got lucky :D
Thanks for the detailed reply, I didn't want to waste your time. I was hoping there was an easy way.
I understand that your mod removes the description completely, but is there any way to add a forced description, for example, I need to know the exact amount of thirst, sleepiness, hydration, total hp, but I would like to leave the description that adds bhs evolution, what repairs fractures, how many units will add limb medical, etc.
That's too bad. But thank you anyway.
Thanks for another cool mod. Any chance of getting support for BhS Evolution?
Moddb.com
I downloaded the latest version of the mod from github, and it still crashes magazines
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_pcall_failed
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 204
[error]Description : fatal error
[error]Arguments : LUA error: ...omaly 1.5.2/bin/..\gamedata\scripts\z_auto_looter.script:149: attempt to call field 'using_mags' (a nil value)
Oh yes, I found this text file, thanks. I'm sorry I didn't see it before.
Thanks for the great mod. Tell me how you can add new actions to get experience for them. For example in the mod ammo maker, has its own command to disassemble the cartridges, if you disassemble the cartridges, the experience is not obtained, although if you disassemble in the standard way, the experience will be obtained.
Yes, everything is fine in the new version. Thank you.
This is not so, I use previous version mod 01 - [CHOOSE ONE] Atmospherics and in the storm presets the rain density is 0.
In the current version for EFP everything is fixed and the density of the rain is changed
In your last update for the EFP build in w_storm1.ltx and w_storm2.ltx weather, the rain_density line is 0. Is that how it should be? I found it strange that the rain is completely off
I'm sorry, my bad. I fixed.
File for the work of Mags
Mediafire.com
This looks really cool, keep up the good work. Thanks for sharing with us.
Thanks for the great mod.
Does "anomaly-food-poisoning" have anything to do with your mod?
And will there be conflicts?
I found this mod on github (https://github.com/ahuyn/anomaly-food-poisoning)
Thanks for the mod, it's really very cool and useful)
I made a patch for the interface, check it out. Everything seems to work. Below in the comments.
I made a patch for the interface, check it out. Everything seems to work. Maybe someone will come in handy) Below in the comments.
Made a patch for the Thfpjcts interface (link to patch) Wdfiles.ru , check it out. It seems to work. (link to what it looks like) Ibb.co
I'm confused, nothing is clear at all: D
It's very good if it only changes the route and not the number of people in the group. Thanks)
Literally today I went to the page of the old mod, I was upset that it was on an early version. Thanks, we will test it) There is a comment on the old page, is it true or not? Here's a comment:
"- He uses a very arbitrary approach to get the stalkers / mutants to move. How? It reduces the squad capacity in almost every location to something very small, well below the actual maximum capacity determined by the vacancies available. For example, this addon modifies Sky's Clear Capacity. Base increased from 5 to 1. This means that you will never have any units visiting the base.
- It changes the body cleanup script so that the number of bodies before cleaning is allowed 15. It removes the code related to the sliders in the main menu, making them useless. Instead, it adds code to force the cleanup by pressing F7 (this is not mentioned anywhere other than the script itself!). Was this addon built for a previous version of Anomaly and never updated?
- This significantly changes the bias of the units of the faction towards certain locations, and not so that the prejudices are grouped, so to speak. Thus, you will often have units deciding to go through the entire zone quite often. This is relevant for Warfare, where this bias is factored into positioning. "
Let's hope for you, I do not understand anything in the code, I would love to help. I know you don't have much time for such activities, thanks for what you are doing.
I moved the toz to 12 gauge, but toz have 2 and 4 round magazines, and the 4 round magazine is still only loaded with two rounds
Try this. Wdfiles.ru I don’t understand the code, but moved a couple of lines. It seems to work: D
Try this. Wdfiles.ru I don’t understand the code, but moved a couple of lines. It seems to work: D
Hi, this problem is not related to your mod, I could not find information about it for a long time, can you help me or someone from here will help. The soldier behaves as shown in the video Files.catbox.moe, almost always this is how one soldier of the squad behaves.
Luckynoobik
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