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Advanced Regeneration [beta]

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    #16
    It´s a shame I didn´t notice this before.
    Nice work, I never thought a modder would use my idea from the Mod Requests forum. Thank you man!

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      #17
      It´s a shame I didn´t notice this before Nice work, I never thought a modder would use my idea from the Mod Requests forum. Thank you man
      Did he give you credit for your idea? He did i think as long as he puts you in his read me.

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        #18
        That´s not too important to me, but I didn´t see my username in there.
        He can fix it in the next release. (if there will be another one)

        Here´s an idea for next version.
        Have it optional to regenerate superweapons ammo, since mutators like WeaponStuff makes you able to customize max ammo, I´m an insane person so max ammo for Redeemer is 25 for me.

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          #19
          Re: Advanced Regeneration [beta]

          Originally posted by porkmanii
          Programmed by porkmanii, but mostly thought up by >> you forumers << .
          Originally posted by Bjossi
          Here´s an idea for next version.
          Have it optional to regenerate superweapons ammo, since mutators like WeaponStuff makes you able to customize max ammo, I´m an insane person so max ammo for Redeemer is 25 for me.
          Good idea. I'll include it in the next version. :up:

          Do you think I should include a seperate Ammo Regen Amount option for super-weapons? (If so, you'd specify 0.0% to disable ammo regeneration for super-weapons.)

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            #20
            I didn´t see that line in your post, missed it somehow.

            Yes, a seperate superweapon option would be a good idea. :up:

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              #21
              Advanced Regen Beta 1.2 is now available (see my original post).

              New options:

              Ammo Regen Amount for Super-weapons (%) - The amount of ammo regeneration for super-weapons - expressed as % of maximum ammo, per second (on average; 'smooth regen' is always used). (Put 0 to disable ammo regen.)

              For now, any weapon with a maximum ammo of less than 5 is considered a super-weapon.

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                #22
                Great! :up:

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                  #23
                  I like this mod!!! 1 request if at all possible... ammo regen does not work right with berserk. what happens is it regenerates to max ammo too fast. must be because of the weapon speed. If there is a way to make the ammo regen a fixed speed that would be awesome... thanx for your time

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                    #24
                    Originally posted by nir_meteor
                    I like this mod!!! 1 request if at all possible... ammo regen does not work right with berserk. what happens is it regenerates to max ammo too fast. must be because of the weapon speed. If there is a way to make the ammo regen a fixed speed that would be awesome... thanx for your time
                    If by "berserk" you mean "Super Berserk", I know what the problem is. Advanced Regeneration uses Weapon.AddAmmo() to give ammo, but because of this bit of code (in Weapon.AddAmmo()):
                    Code:
                    if ( Level.GRI.WeaponBerserk > 1.0 )
                        AmmoCharge[mode] = MaxAmmo(Mode);
                    ...whenever any amount of ammo is added (even if AmmoToAdd == 0), the weapon goes up to it's maximum instantly.

                    I could change Advanced Regen to add the ammo manually, but then it would have to do extra logic which should really only be done in the Weapon class itself. Worst case scenario is that it would break compatibility with some custom weapons.

                    I suppose I could make it add the ammo manually only in super-berserk mode...

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                      #25
                      Advanced Regen Beta 1.3 is now available (see my original post).

                      New options:

                      Super Berserk Compatibility Mode - Enable this to use an alternate method of regeneration when the game is in Super Berserk mode, so that weapons don't fill to the maximum instantly. (It is disabled by default.)

                      This bypasses Weapon.AddAmmo(), so if any custom weapons do something special in AddAmmo(), they probably won't act the same with "Super Berserk Compatibility Mode" enabled.

                      Note: Advanced Regen will only bypass Weapon.AddAmmo() if Super Berserk Compatibility Mode is enabled and Super Berserk is on (that is, if Level.GRI.WeaponBerserk > 1.0).

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                        #26
                        Awesome!!! thanx a million man... quick too


                        Tried it out and works perfect thanx again :up:

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                          #27
                          EDIT: Nevermind

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                            #28
                            heres a mirror at my site
                            http://wickedhq.com/index.php/downlo...ownload/17/183

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                              #29
                              Originally posted by unrealloco View Post
                              Good job, unrealloco. Your efforts are appreciated

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