Fixed.
Hopefully that version of Beta 2 had a working updater... I had that fixed for weeks :l
Fixed.
Hopefully that version of Beta 2 had a working updater... I had that fixed for weeks :l
Fixed.
Hopefully that version of Beta 2 had a working updater... I had that fixed for weeks :l
Ummm ..... the updater did not work for me. ![]()
Edit: Downloaded the new version of ModManager and did a clean install. It is working perfectly.
You can now edit Seeker Swarm and Biotic Orbs on ModMaker.
Wanted to play tonight but my friends list won't load.
So I'm working on cain mines right now. I was looking over the variabels of the remaining ones I have to do and noticed a lot of interesting stuff for stimpack.
It has an impact radius, detonation parameters, , max impacts... like it was going to be an area of effect. I mean, leftover data right? Maybe a modified shield boost power. I looked into the code and its all new code. I am unsure why all this code is here for it but I wonder hwat happens if you make it like a 1 meter wide stim pack.
<Section name="sfxgamecontentdlc_con_mp4.sfxpowercustomactionmp_stimpack"> <Property name="damagebonus" type="0">(BaseValue=0.15,Formula=BonusIsHardValue,RankBonuses[2]=0.05f)</Property> <Property name="damageimmunitylength" type="0">1.f</Property> <Property name="detonationparameters" type="0">(BlockedByObjects=false,ImpactPlaceables=true)</Property> <Property name="duration" type="0">(BaseValue=10.0f)</Property> <Property name="evolve_damagebonus" type="0">0.10f</Property> <Property name="evolve_duration" type="0">0.5f</Property> <Property name="evolve_grenadecountbonus" type="0">1</Property> <Property name="evolve_meleedamagebonus" type="0">0.30f</Property> <Property name="evolve_shieldstrengthbonus" type="0">0.4f</Property> <Property name="evolve_shieldstrengthbonus2" type="0">0.6f</Property> <Property name="evolve_weapondamagebonus" type="0">0.15f</Property> <Property name="impactradius" type="0">(BaseValue=0.0f)</Property> <Property name="maxgrenadebonus" type="0">(BaseValue=0,Formula=BonusIsHardValue,RankBonuses[1]=1)</Property> <Property name="maximumrange" type="0">(BaseValue=6000.0f)</Property> <Property name="shieldstrength" type="0">(BaseValue=2000.0f)</Property> </Section>
You can now modify Cain Mines on ModMaker. Since they're already pretty OP its kind of hard to mod them to make them better (e.g. zombie mod balancing. I nerfed the damage and upped the grenade count since people spam them anyways)



Question about weapon modding.
I've nerfed the Reegar by reducing its RoF from 1000 to 200. Does this apply to clients as well as host?
I havent been able to verify effects on clients, but I use deferent methods for space magic ![]()
i'll be looking forward to it :>
All images are in place. Doing testing right now. When everything is a 7 or .7 or 700 or 7000, things get pretty OP pretty quick.
Edit: Upgrade complete. All MP powers are now moddable. God damn that's a lot of work.




Biotic Hammer.

Sunrise.

This is my 5400ths post =)
I like them, especially AIU's Repair Matrix. make it where she's a bit more durable for when things get extremely heavy (Praet's, Atlas's, Primes, Banshee's, Poss Scions at the same time) and crowded. ![]()
Thanks for all the hard work, Mgamerz! Much appreciated.
If your former ISP is qwest (before centurylink) something in one of their edge routers is messed up. The edge router (centurylinks) is having serious issues connecting to dreamhost, so my site might not load for you until they fix it.
Got some new stuff in the pipeline. It'll be some time before its ready though.
I'll be adding the SP DLC weapons and powers after this update. Also will add enemy AI shuriken (Eva core) to ai weapons.
I wouldn't mind making a playthrough a hardened difficulty. Not super bullet sponge enemies but faster shooting, more grenades... etc
Edit: You can now edit the MP Praetorian laser beam damage. Its misleading because it hits multiple times.
Would it be possible to add an auto-fire option for weapons? My G700s mouse does not like auto-fire macros.
Nothing new on the modmaker front. If anyone wants to help do passive powers its much easier now, because mod manager handles all the code generation, you literally just have to type in some text (what the varaible does, what the subtitle should be... is it an int or float, etc). It does the rest.
I'm working on a nice big bugfix update for Mod Manager with a few new features.
You can now modify Cain Mines on ModMaker. Since they're already pretty OP its kind of hard to mod them to make them better (e.g. zombie mod balancing. I nerfed the damage and upped the grenade count since people spam them anyways)
^^^^^^^^^^^^^^^^^^^^
Is just hilarious...... Reminds me of that scene in Entrapment
that phantom will have to dance like the bad guy in Ocean's Twelve to get thru that laser grid
So the new mod manager adds support for unpacked DLC. I just realized this is a problem, as the PCConsoleTOC file inside of a DLC uses compressed sizes, where unpacked ones do not. Obviously uncompressed is bigger, but my mods always (and modmaker) use the compressed size. Using the decompressed size makes the game use more memory.
Not sure how I will get around this. Might have to run autotoc on a full unpacked DLC. Or add a flag for uncompressed.
If you don't have the right sizes in PCConsoleTOC the game just crashes.
New build of Mod Manager hopefully today... Should bring 2 new things for modmaker:
AutoTOC should be faster now that it can do batch jobs
You can now auto-accept mixin selected from the site
Edit: can now also automatically inject keybinds into the mods while compiling so you don't have to do it manually