Thank you, I'll check it out. Doing a bunch of saves and loads probably would be a good test as well.
Could it be critical hits? Aren't those always aimed (or in this case turns into aimed shots to the torso)? Or am I thinking wrong here?JimTheDinosaur said:First I thought something was wrong with the second argument of the calcapcost script, but now that I've wasted my time on an elaborate workaround with the exact same bug, I'm guessing there might be something more fundamentally wrong.
The issue is perhaps limited to punches: every now and again they register as aimed, even if they aren't actually aimed. No clue why.
edit: it's not restricted to punches, I think all weapons have the same strange effect.
Darek said:Could it be critical hits? Aren't those always aimed (or in this case turns into aimed shots to the torso)? Or am I thinking wrong here?
Anyway, you can easily test it by editing the dudes critical chance, either set it to 0 or 99 and see what happens.
Using mode 1 requires the input wrapper to be enabled.
;Set a number of milliseconds to idle each input loop
if it doesn't trigger the ap cost hookscript, then not currently.JimTheDinosaur said:Is there any way one can change the AP cost of opening the inventory during combat?
Nothing you need to worry about; it's on by default now and can't be turned off.JimTheDinosaur said:So, what's an input wrapper?
As far as I'm aware, none of the txt files from the modders pack are available on google, so you won't find much there. :pJimTheDinosaur said:edit: on a related note, what exactly does available_global_script_types do? I tried it and it returns 1, but I have no idea what to do with that. I tried googling both these things, but nothing came up.
Or I just wasn't around when it was asked, and never went back far enough to look.JimTheDinosaur said:EDIT: Jordan asked this about forty pages ago, but I didn't see your reply anywhere, so I thought I might as well ask as well: is it possible to create spatial scripts via script (so not in the mapper)? The reason you didn't respond is probably because it's impossible, but it's the only real possibility to make the traps skill interesting so I thought I might as well make sure.
Timeslip said:Or I just wasn't around when it was asked, and never went back far enough to look.JimTheDinosaur said:EDIT: Jordan asked this about forty pages ago, but I didn't see your reply anywhere, so I thought I might as well ask as well: is it possible to create spatial scripts via script (so not in the mapper)? The reason you didn't respond is probably because it's impossible, but it's the only real possibility to make the traps skill interesting so I thought I might as well make sure.
No, sfall doesn't add any extras to spacial scripts. But there's no reason you can't emulate a spacial script in a global script. It just wont be as efficient, because you'd have to test if there were any critters on the relevant set of tiles each loop.
Actually, sfall globals are persistent. As are any arrays that are created without the transient flag. They all get saved into your savegames.JimTheDinosaur said:Interesting... never thought of that. Though I'd think the biggest problem wouldn't even be efficiency but permanency. E.g. you'd set a "mine" by setting an sfall global to the player's tile, then check continuously over each npc whether they're close, otherwise boom. Reload game however and it's gone.
Unless I do something with MVARs or something... Thanks anyway!
Timeslip said:Actually, sfall globals are persistent. As are any arrays that are created without the transient flag. They all get saved into your savegames.JimTheDinosaur said:Interesting... never thought of that. Though I'd think the biggest problem wouldn't even be efficiency but permanency. E.g. you'd set a "mine" by setting an sfall global to the player's tile, then check continuously over each npc whether they're close, otherwise boom. Reload game however and it's gone.
Unless I do something with MVARs or something... Thanks anyway!
yup, seen it and already done.Glovz said:BTW, Timeslip in case you don't check your messages, I sent a link to an updated AmmoMod.cpp file.
At the rate I'm going, in 40-ish years when I retire.Sduibek said:Do you know when you'll have time to go through the the Sfall Requests?
Timeslip said:At the rate I'm going, in 40-ish years when I retire.
Nope, AFAIR there's no solution coming from the previous discussion. Blocking the "A" key still doesn't sound like a good idea for me honestly.Sduibek said:Has the "Pressing A to enter combat before anything else happens, thus getting infinite free running" bug been fixed?
Not sure why it should matter. People complaining about a missing shortcut is more than worth it, to fix one of the biggest exploits in the game. EDIT: But even better you could just make it optional, explained below.NovaRain said:Sduibek said:Has the "Pressing A to enter combat before anything else happens, thus getting infinite free running" bug been fixed?
Nope, AFAIR there's no solution coming from the previous discussion. Blocking the "A" key still doesn't sound like a good idea for me honestly.
if (input) == ("A" ASCII code) then
override_input_send;