Hi, and sorry for the late reply. IF you want to use General Realism Mods with the Supply Drops, you need to alter the SupplyDrop.mod file, as that is the one that contains the information for the Supply Drops mod.
Hi, and sorry for the late reply. IF you want to use General Realism Mods with the Supply Drops, you need to alter the SupplyDrop.mod file, as that is the one that contains the information for the Supply Drops mod.
For that, you use Rainbow AI Enhancer (V2 preferably). That's the only I can't consolidate with the others as easily, which is why is still distributed separately.
Hopefully you can, I appreciate that.
Huh? Why do you compare Heavy Weapons to Vanilla Swimming before doing a full on Heavy Weapons build run? Makes no sense to me. Every skill is useful in someway. Why would you max out HW skill if you never use them, or just use them situationally?
Hi, I have a quick question. I have been trying to modify the game in my own, but I noticed that the game uses .umd files as oppossed to .ini. How did you edit the game on your own?
This is a noted problem and will be fixed on the next update
Hi,
-That's kind of a thing in SEF right now, the SWAT AI will wait a couple of seconds before entering rooms based on what headgear they have. With gas masks they enter instantly, with helmets they wait a few seconds.
-It probably could be done that suspects have a effect reduction when they have helmets. In real life you will feel the effects of a flashbang detonating, even if you have protective equipment. SWAT have the advantage of training, so they don't suffer the effects the same as suspects do.
-They only use their secondary weapons when it is a taser, beanbag shotgun, pepper ball launcher and you order them to use that, if the primary weapon is a grenade launcher or if a type of suspect that flees to flush drugs or escape the map (FunTime Amusements and Fresnal Subway Station comes to mind) they will use a LTL secondary weapon if their primary is a lethal weapon. It maybe could be coded to add a command to use sidearms.
Hi,
Yeah, one of the first things done in the mod was balancing the Less Lethal weapons to being ... well ... "LESS" Lethal, so you need to use care when using any of them.
The "Check Lock on door" function gimmick has been reported and is being fixed.
The "Stack up" command is there, it was simply renamed to "Try Lock" since it is more descriptive of what it does.
There is a "kind of" way to make the team just open the door and not move into the room. You can issue a "Open, Leader and Clear" which normally tells your AI to open the door and wait for you to throw a grenade. You can simply not throw a grenade and they won't move in. You can force them to move in after that by issuing a "Move and Clear" command or issue a "Fall in" or .... well, you get the idea.
Yeah, because of the way I have to code this (which is a bit harder than the Original Weapon Realism Mod, in which I could use the game editor, for this one I was limited to writing code), I couldn't alter the magazine capacities of the weapons, as well as the rates of fire. So far, the only altered elements were the weight and accuracy of the weapons, this is, recoil, recovery and accuracy, as well as the energy if the bullets, to deal a more consistent amount of damage. I'll be releasing a version in the next week (or maybe a bit later) that addresses the magazine capacities, the amount of magazines carried and the rate of fire, both the selectable rates of fire and the cyclical rate of fire of each weapon.
You searched the entirety of the map? Even the basement?
AI Enhancements is a submod, as it changes the Terrorist AI, along with TRM.
This one, Weapon Realism Mod, is mostly a separate mod.
Yeah, that's a vanilla problem. Sound doesn't affect the hearing range of the AI. The way to change it is by changing the "Observation" skill. Observation skill is tied to both hearing and vision ranges, so lowering will reduce the range of their hearing, but also their vision. And the code that handles it in the code is "native", meaning that I can't change it without rewriting half of the game engine.
It should be noted that crouch walking is louder than walking while standing for some odd reason.
You can't change how armor works in-game. IIRC light armor (1-3 bars) reduces damage by 10%, medium (4-6 bars) is 25% and heavy (7-10 bars) is 35%. No armor to the head. That's hardcoded. Which weapons are one shoting you? the 7.62?
which graphic settings you have your game on?
Intentional, at times custom maps don't come with any briefing or map, which is why you can't access the Briefing tab.
How bugged? It was changed to have a longer range but have a smaller cone, kind of like SWAT 3 flashlights are.
I can probably help with this so...
You don't need to click 200 times anymore, just hold the swap equipment button and the equipment will get changed pretty fast.
As for the suppressed weapons go, they depend on your tactics. Maybe your tactics call for setting a kill zone for your opponents to run into, you can use loud weapons for that and neutralize them while they look for the source. Maybe your tactics call for remaining hidden for as long as possible, which is why suppressed weapons exist. Also your weapon selection depends on the mission at hand. If the mission is on the middle of a battlefield, you might want to use loud weapons. They tend to be more accurate and faster on the targets. However if the mission is to rescue hostages, plant explosives without alerting certain enemies, or something similar, use suppressed weapons. The slighty lower accuracy is compensated by the fact that you can take your time aiming.
I haven't tried the Legacy Add-on, but I guess it changes the HUD back to how the game used to be.
Hi, first of all, it is amazing that you are still working on this mod, I appreciate that. Second, what I mean with "FAMAS is less accurate than MP5" is the size of the reticule. I read somewhere that the bigger the size of the reticule, the more likely that the bullet hits the target. So IIRC (haven't playerd with this mod in a while) the MP5 had a bigger reticule than the FAMAS. Although I could be (and I'm probably) wrong.
Anyway, thanks for continuing working on this mod and for answering my quistions
Nope, this one will work both on SP and MP. Although is preferable to use it on SP.
Why the Sniper Rifle behaves that way? Is the accuracy system of the base game that screwed up or what?
Why in V8, the sniper rifle is less accurate than, say, the base pistol or the assault rifle?
Yes, suspect do react to gunfire. It makes them go barricade or investigate. The suppressors reduce the sound range of the weapon and the AI cannot identify the sound as a gunshot, so they won't go to barricade. They also lower the recoil of the weapon. The disadvantages are reduced muzzle velocity (lower damage), longer recovery rates and slighty lower accuracy (due to the higher weight)
Well, Shifter doesn't add a new storyline or alter the original a whole lot, just little stuff due to bug fixing. But still got a page.
Just realized that all important Deus Ex mods are on the Deus Ex TV Tropes page, and have their own page. By those mods I mean Shifter, TNM, Nihilum and Zodiac. But GMDX doesn't, it only has a link for this moddb page. I wonder why they didn't made a page for it.
I LOVE THAT Stealth pistol.
Hi, you can read this Moddb.com. Those are the isntructions on how to install. There are also in the readme, but this one has images.
Is the Gas grenade the VIP holds........I think.......maybe.
If they all officers in the entry team have gas masks, then they'll wait 1 second. If all officers have the riot helmet, they'll wait 1.5 seconds. Otherwise they'll enter after 2 seconds.
There are drug evindences that can be in the level, either carried by suspects or somewhere in the level. Try checking the bathrooms.
So far, only one Extra Mission. We plan on adding more later on.
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