Incredibly done, loving it thus far. I've already found a couple assets that don't look all to frosty, namely the rail cars along the bridge in Darkscape, along with the bridge itself.
Incredibly done, loving it thus far. I've already found a couple assets that don't look all to frosty, namely the rail cars along the bridge in Darkscape, along with the bridge itself.
Phenomenal. Always did love this rifle.
Looking at the code, it SHOULD be possible using the same system. It looks to me as if the script in the DEC mod simply checks whether or not the player is in cover using raycasting whenever an emission or psy storm occurs. All I'd need to do is figure out how to make that same script run whenever the player attempts to open the Sleep U.I., and remove all the unnecessary parts that check for an emission actually occurring. That's an oversimplification, I'm sure, but I'll spend some time on it soon.
Yeah, somebody else suggested the same thing. Unfortunately, I don't know too much about making Anomaly mods, so I don't really have the knowledge necessary for that. It is perhaps possible that I could modify the code in the Dynamic Emission Cover mod for that purpose. Might see if I can just for the heck of it, then give it to the mod author for them to upload if they wish.
Same here, don't know very much about Anomaly Modding in specific, but I'm literate when it comes to basic scripting, so I'd like to learn a bit more myself.
Indeed it would, but I know next to nothing about making mods for anomaly, this one is just a very simple script change. All I did was delete a few lines.
Hello there, I've been enjoying your mod during a Duty playthrough. It's a small, but nice addition to what Duty has to offer.
Cleanse! Purge! Kill! An absolutely marvelous mod my good sir, keep 'em coming.
I ran the one in the d.0.8 zip, and it worked. The other one still runs as a background process.
Assassin73920
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