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Re: Item choices[message #352644 is a reply to message #352643]
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Thu, 08 March 2018 11:35
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UBAH |
![](http://thepit.ja-galaxy-forum.com/images/avatars/Maddog.jpg) ![](/images/ranks/private_1stclass.png) |
Messages:28
Registered:October 2007 |
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Thanks for the replies
More questions:
-- how does the game deal with duplicated entries in gun lists (like '<bItemNo2>4681</bItemNo2> <bItemNo3>4681</bItemNo3>' )? will this gun appear twice as often as if it is mentioned once?
-- since there are sections for grenade launchers and mortars in files ItemChoicesEnemy_... , this items will appear even if they aren't mentioned in gun lists? Is it correct?
-- if I leave in ItemChoicesEnemy_Elite.xml only cool armour, it will appear at early stages of the game, or may be elites will be completely stripped of armour due to coolness cap you mentioned?
-- does weapon attachments allso picked on random basis? I made an experiment, using AFS-mod. I created gun lists, containing for all enemy classes onlly one weapon - sniper rifle M40. Addded to the section 'scopes' of ItemChoicesEnemy scopes 6x and 9x. During battle in the sector H13 (game progress 22) I managed to steal guns of 4 enemys - each time it was M40 with 6x scope. 9x scope didn't appear. Was this due to coolness cap, or, may be, because in ItemChoicesEnemy 6x scope predated 9x scope and game gust picked first suitable scope it found?
-- is there any mean to put commentaries in items and gun lists - remarks for my own use, which will be ignored during load process?
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Private 1st Class
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