Closed Pluckyduck closed 10 years ago
here is the same thing posted in http://privatepaste.com/9c79500ae3/12356
The main thing that i did was add all of the electronic warfare stuff under the conditional statement to make sure the target was not Zor, he is protected and this causes errors as we can activate on him.
fixed this a little differently. behaves the same. thank you!
on combat.cs
Mod this:
if (killTarget.IsReadyToShoot) { i++; if (Settings.Instance.DebugKillTargets) Logging.Log("Combat.KillTargets", "[" + i + "] Activating Bastion", Logging.Debug); ActivateBastion(); //by default this will deactivate bastion when needed, but NOT activate it, activation needs activate = true if (!killTarget.Name.Contains("Zor")) { if (Settings.Instance.DebugKillTargets) Logging.Log("Combat.KillTargets", "[" + i + "] Activating Painters", Logging.Debug); ActivateTargetPainters(killTarget); if (Settings.Instance.DebugKillTargets) Logging.Log("Combat.KillTargets", "[" + i + "] Activating Webs", Logging.Debug); ActivateStasisWeb(killTarget); if (Settings.Instance.DebugKillTargets) Logging.Log("Combat.KillTargets", "[" + i + "] Activating WarpDisruptors", Logging.Debug); ActivateWarpDisruptor(killTarget); if (Settings.Instance.DebugKillTargets) Logging.Log("Combat.KillTargets", "[" + i + "] Activating RemoteRepairers", Logging.Debug); ActivateRemoteRepair(killTarget); if (Settings.Instance.DebugKillTargets) Logging.Log("Combat.KillTargets", "[" + i + "] Activating NOS/Neuts", Logging.Debug); ActivateNos(killTarget); if (Settings.Instance.DebugKillTargets) Logging.Log("Combat.KillTargets", "[" + i + "] Activating SensorDampeners", Logging.Debug); ActivateSensorDampeners(killTarget); } else { if (Settings.Instance.DebugTargetElectronicWarefare) { Logging.Log("Debug Electronic Warefare mod", "we can not activate them on Zor and skipped the check", Logging.Debug); } }