Jonas wrote:Are you absolutely sure of that? Because I think you're wrong, and I would hate to find out that some sort of bug in the code is causing you to be correct. The player detected function triggers the combat music, so you should be able to very easily tell if you've lost the bonus stealth objective: if the combat music starts playing, you've blown it. Anything up to that (including the usual "Huh!? What was that!?" etc. AI barks that play when characters have picked up on one of your AI events but haven't entirely identified you yet) should be just fine.
No, I was going on what I remember you telling me about sneaking there. Apparently I skipped a part in explaining it again. Point was that the stealth bonus is not just relying on TG, but the other people on the base too (odd as that may be from the convo with Evil).
As for Jonas, you could try bMovable=False on his carcass. I don't know if that'll work though. I would advise against the instakill solution suggested above, that strikes me as cheesy and unfair.
Nope. You would hang in midair upon being striken, then can still be picked up. Only you cannot be dropped anymore. I don't have to mention how this would be a very bad thing, do I?
After much fiddling I just found out bInvincible=True worked just fine. I didn't tried it at first because I thought you couldn't die no more, but apparently that can still happen, you just can't blow up the corpse anymore. Is that worth the price of fixing this "exploit"
ggrotz wrote:1. The biggest oddity I found in TNM (1.04) is a (what I guess is?) a BSP error on the stairway in Goat City from where ZeroPresence sets up his sniper perch for OiNutter and the ground. I found that I could go downstairs but couldn't return.
Yeah, I know about that one. You can just jump over it though. But like I said earlier, I don't do mapfixes. the ABI one was just altering a keypad code... messing with geometry like should be done here, hmmm... no thnx. I'll leave that to a mapper
.
2. Then an improvement - if you have one of the special weapons that use regular ammo (ZP's Rifle, Kylie's Rifle, AO's Gun), you have to swap out weapons if you want to get the ammo from the regular equivalent and you don't have space to carry both. Basically, if you want the ammo from the regular version, you have to: Drop ZP rifle, pick up sniper rifle, drop sniper rifle, pick up ZP Rifle. It's an annoyance that could definitely stand to be fixed, if possible.
I remember hearing one of the TNM devs (probably Jonas) mention how difficult that would be, so... no thanks. If they don't even want to try it, I certainly ain't either.
Some questions (mainly for Jonas besides the first):
* The Raving thug in the Weaponshop still has 8 pistols on day 1. I guess this is an easy fix, but it would mean adding another map to the installation... increasing size. Worth it?
* Messing about the sublevel to test my MIB fix (see below) I found out Black ICE doesn't work when the player has computer level 4. Is that intended? Also, if you use the security console on WC_Floor1 with computer 2 or 3, you get fried, and alarms go off, but none of the guards pay any attention. Any idea why that is so? Pretty sure it's not something I did, because the black ICE stuff isn't handled in the script or dialogue, which is all I altered. Does anyone who still has 1.0.4 check wheter it's the case though, just to be sure?
* Trying to fix the "NO NAME WEAPON" issue with Spiderbots I noticed that all of the spiderbots (well, all that I looked up) in TNM are just regular old DX spiderbots. Why are there several TNMSpiderbot classes if you guys kept using DXSpiderbots? Was that intentional?
* Is there a way to close doors via script instead of triggers? I looked up many instances and "Sealdoor" isn't what I need (it should be re-openable) and all the others seem to work with triggers. I tried applying the one from the FanFic shop to Raving's Weapon Shop, and that did the trick, but once opened it could never close again, which wasn't exactly the intention. The intended goal is to close Raving's and Phasmatis' doors as they lock, unlike they do now. An open locked door looks funny.
And now for... what you can expect fixed in the following version:
changelog wrote:
* Fixed many gramatical errors in the new missionupdates (thanks to Jonas)
* Fixed a display issue with the keypad to Scara's office on day 2 when playing PDX.
* You can no longer pick up Jonas' body to prevent weirdness if you drag him outside of PDX HQ and kill him there. Sadly enough this means you cannot explode his corpse either, so if you want gib parts, make sure to hit him with an explosive when still alive!
* Fixed an issue with MIB's and WIB's not dropping their items you cannot carry like other TNM NPC's so you more easily drag them off.
* Prevented the door's to Raving's Weapon shop and the Fan Fiction shop from locking with a 0% lockpick strength after being lockpicked after being closed for violence (following me here?), but still requiring a lockpick. It will now remain unlocked.
* More? ...