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Author Topic: Questions and Answers  (Read 19841 times)

Jonathan S. Fox

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Re: Questions and Answers
« Reply #15 on: August 30, 2011, 07:57:33 pm »

I'm not aware of any major completed mods, though there have been some attempts.
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ggamer

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Re: Questions and Answers
« Reply #16 on: September 03, 2011, 02:18:08 pm »

If I may ask a question (didn't want to start a separate thread)

I've noticed subsidies in the code for future names for weapons (X-15 civilian laser rifle? fuck yeah!) in the xml weapons page. Is there a way to start at 2100 instead of 2009?

Nyx

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Re: Questions and Answers
« Reply #17 on: September 03, 2011, 03:11:38 pm »

If I may ask a question (didn't want to start a separate thread)

I've noticed subsidies in the code for future names for weapons (X-15 civilian laser rifle? fuck yeah!) in the xml weapons page. Is there a way to start at 2100 instead of 2009?
Hi,

Hacky way:
from the code edit src/game.cpp and look for
  int year=2100;
And remove #... lines all around. Set the precise date you want too.
recompile

otherwise, correct way:
edit src/includes.h and uncomment the line
#define THEFUTURE

Recompile and enjoy 2010.

--
Edit: can also combine both (keep the #... lines tho in first step) and have future start in 2012 or any other time, while doing it correct ^^
« Last Edit: September 03, 2011, 03:13:19 pm by Nyx »
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Reelyanoob

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Re: Questions and Answers
« Reply #18 on: September 03, 2011, 06:13:25 pm »

Dammit, can't the start year be put in the XML or something? Seems like anything hard-coded is not what this needs.
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Nyx

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Re: Questions and Answers
« Reply #19 on: September 03, 2011, 08:25:19 pm »

Dammit, can't the start year be put in the XML or something? Seems like anything hard-coded is not what this needs.

Can be xml'd if anyone likes soft-coding that ^^ (namely, taking inspiration from initialize_* in game.cpp, just does that for armor/ammo/... seems very doable). Other stuff than starting year seems hardcoded so i guess should be worth a xml mission sometime for modders (maybe include too house/senate/... geometry, custom pgup/pgdwn, ...)

----
Currently on something else and member of the "slightly XML-prejudiced" club so won't take it now
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ggamer

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Re: Questions and Answers
« Reply #20 on: September 03, 2011, 09:31:53 pm »

That seems like a lot of work.

fuck it, i'm doing it. for space bats.

Nyx

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Re: Questions and Answers
« Reply #21 on: September 03, 2011, 10:07:17 pm »

That seems like a lot of work.

fuck it, i'm doing it. for space bats.

o_O faster to set than compile - lots of CPU work as you touch base include and should recompile in full.

suffices to change around line 47 in src/include.h (trunk)
-//#define THEFUTURE
+#define THEFUTURE

HTH
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WhenInRome

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Re: Questions and Answers
« Reply #22 on: September 06, 2011, 11:06:29 am »

What does the Weird Chemical do? I find a lot of it, but I'm not sure if it does anything.
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Necro910

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Re: Questions and Answers
« Reply #23 on: September 06, 2011, 12:42:31 pm »

What does the Weird Chemical do? I find a lot of it, but I'm not sure if it does anything.
I'm pretty sure there is no use for it other than pawning.

stabbymcstabstab

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Re: Questions and Answers
« Reply #24 on: September 07, 2011, 07:39:32 pm »

still it makes a fair amount of cash for every one and theres usually thirity of them on your liberials after a factory raid.
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DeathsDisciple

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Re: Questions and Answers
« Reply #25 on: November 13, 2011, 04:21:10 pm »

I have a new question.
*How do I be invincible to fire? I've made a new weapon called a Cansword that is a sword...that spray-paints graffiti...and sets things on fire. Now, in this game, setting things on fire is suicide. Though I have modded an armor (Ninja Suit) to have the <fireprotection>true</fireprotection> code, it still burns me. Any suggestions?
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MetalSlimeHunt

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Re: Questions and Answers
« Reply #26 on: November 13, 2011, 04:37:31 pm »

<fireprotection> is just that, protection. It's applied to the Bunker Suit, I believe. You are still going to die from fire fairly quickly unless you code in a fire immunity tag. Or just use the total invulnerability that is applied to the M1 Abrams.
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DeathsDisciple

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Re: Questions and Answers
« Reply #27 on: November 13, 2011, 05:14:58 pm »

The total invulnerability that is applied to the M1 Abrams?
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lordcooper

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Re: Questions and Answers
« Reply #28 on: November 13, 2011, 05:16:33 pm »

Yes, the total invulnerability that is applied to the M1 Abrams!
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DeathsDisciple

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Re: Questions and Answers
« Reply #29 on: November 13, 2011, 05:44:31 pm »

Yes, the total invulnerability that is applied to the M1 Abrams!
How do I do that? Where do I find it?
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