atdx436 / shifterdx

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Various Minor Fixes #3

Closed GoogleCodeExporter closed 8 years ago

GoogleCodeExporter commented 8 years ago
When compiling in some of my own changes to make NPC weapons functional and 
alarm panels frobbable, I noticed some things that seemed to be in progress and 
addressed them.

AugSkullGun
Generated projectile doesn't have instigator value set, so the player doesn't 
get credit for kills and no one notices.

PS20
It seems like the PS20 was being moved to an ammo based weapon.  It still needs:
     AmmoName=Class'DeusEx.AmmoPS20'
     ReloadCount=1
     PickUpAmmoCount=1
     InventoryGroup=20

mpunatco, mpnsf, mpmj12
Need mesh defined.
     Mesh=LodMesh'DeusExCharacters.GM_JumpSuit'

Rat
If you want, rats can be given their intended weapon and attack.
     InitialInventory(0)=(Inventory=Class'DeusEx.WeaponRatBite')

If you're interested in my other changes, then here you go...

WeaponGraySpit, WeaponGreaselSpit
These weapons require that if a player is using them, they not be melee attacks.

function BringUp()
{
    Super.BringUp();

    if ( Owner.IsA('DeusExPlayer') )
    {
        bHandtoHand=false;
    }
}

WeaponNPCMelee
All NPC Melee attacks can be used by the player with one vague setting 
disabled.  They may also need to have a first person view mesh.  I skipped 
testing with the default mesh.

function BringUp()
{
    Super.BringUp();

    if ( Owner.IsA('DeusExPlayer') )
    {
        bOwnerWillNotify=false;
    }
}

AlarmUnit
This makes it possible to frob an alarm unit once it's hacked without setting 
it off during hacking.  I don't know if setting off an alarm has any useful 
purpose besides goofing around, but I wanted to try it.

function Frob(Actor Frobber, Inventory frobWith)
{
    Super.Frob(Frobber, frobwith);

    if (hackStrength == 0.0){
        if (!bActive){
            Trigger(Frobber, Pawn(Frobber));
            bDisabled = False;
            LightType = LT_None;
            MultiSkins[1] = Texture'PinkMaskTex';
        }
    }

}

Original issue reported on code.google.com by NotAVery...@gmail.com on 13 Feb 2011 at 3:52

GoogleCodeExporter commented 8 years ago
Nice finds.

Original comment by surma.an...@gmail.com on 19 Feb 2011 at 4:33

GoogleCodeExporter commented 8 years ago
Gah, multifix.  Should split these because they have different resolutions.

1) SkullGun: good catch, will fix immediately.

2) PS20: That was the initial way I was going to allow for multiple PS20s to be 
carried, but it proved to be too complicated given how reliant DX weapons are 
on mesh-driven event triggers.  I've instead made PS20s able to be picked up in 
multiples, each taking up a separate inventory slot to balance how 
significantly powerful they are now.  Won't Fix.

3) MP meshes: These are the built-in MP classes, and oddly the mesh isn't 
defined in any of the super classes.  Another method I am unaware of overrides 
this.  I'm trying to figure out how at the moment.  Once I do I'll figure out 
whether or not adding a defined Mesh to the classes will break anything.

4) Rat weapons: I believe Rats were deliberately not given weaponry so they 
would be strictly prey animals.  I can't think of a situation where it would 
benefit anything to give them weapons, especially since they'd probably go 
toe-to-toe with cats at that point.  Neat find, but Won't Fix.

5) Animal/NPC weapons: I assume this is for cheating.  If so, sure, why not.  
Fixed.

6) AlarmUnit: Back before the v1109 patch hit it was possible to do this very 
thing.  It was disabled due to NUMEROUS complaints regarding people 
accidentally setting off alarms and bringing down a swarm of hostiles.  Won't 
Fix.

If anyone is still reading this, please make separate issues for any of these 
that you want to discuss further.

Original comment by yukichigai on 18 Jul 2013 at 2:13

GoogleCodeExporter commented 8 years ago
Wow, this was a long time ago.  Thanks for checking and understood.

Original comment by NotAVery...@gmail.com on 18 Jul 2013 at 2:30