Home » MODDING HQ 1.13 » v1.13 General Development Talk » HAM 3.6 Alpha - RELEASED
Re: HAM 3.6 Alpha - RELEASED[message #237186] Mon, 09 November 2009 14:23 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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to be found in the link posted above your post

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237189] Mon, 09 November 2009 14:36 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
logisteric:
i have installed the following...

1. jagold
2. JA2 1.13 3111 exe SVN@1194 Full
3. smeagol's mod 1.13 (followed exactly the link you mentioned)
4. updated with the latest Alpha v44
5. ham 3.6

is the above correct?

i noticed after a research that it is all about the new xmls Merc Profiles and Merc Opinions.
in those xmls there is a certain Larry appearing twice in postions 47 & 48, then Laura Collin is missing completely even though her picture and voice appear in A.I.M. fo hire, but she is named as Scope. also Scope is called Bubba and on battlefield is a man although her picture remains, not to forget Buns, as i remember she was removedtime ago but now appears her name with the picture of Henning who also is missing from both xmls above. the game starts so it should mean that the installation should be ok, i think. i edited with blocknotes both xmls trying to change the names but nothing happened.

could you be polite enough to link me for direct download both xmls, after you verify the above?

another tiny question: i downloaded the 4th male file. where do i have to put his speech and mercedit folders? how does it work? i have to restart whole game? i have 6IMPs now. it takes awy a female position or i can have 7IMPs?

sorry if i provoced you headaches with my questions.
thanks in advance.

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237193] Mon, 09 November 2009 15:00 Go to previous messageGo to next message
Requiem is currently offline Requiem

 
Messages:93
Registered:February 2007
Check the ini option READ_PROFILE_DATA_FROM_XML, if it's set to true change it to false and see if that helps with the new mercs, HAM's xmls will be for the default characters not Wildfires. I've run HAM 3.6, Wildfire 6.06 and AIM v44 via vfs (in that order) with no problems.

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Corporal 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237194] Mon, 09 November 2009 15:02 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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lets start with the easy questions first

1. the '4th male'-files have to be renamed to the slot you are using - i advise to use bulk rename utility for that - it can be found here - if you use it DO NOT DRAG & DROP, there is a certain chance for you to rename the entire contents of your computer - rename '057_' to '###_' and rename 057.edt to ###.edt manually

2. you may have a 4th real male imp or a 7th pseudo-imp - if you want a real imp you have to rename the file to 54, 55 or 56 (kicking the female voice you do like least) - if you want a pseudo imp have a look here - i advise you to follow both links i posted there to find out what a pseudo imp is. in this case you should download a file called soundMachine-beta06.zip and use one of the 'pink' slots for your seventh imp

3. what do you mean with 'smeagol's mod' - you need the the original mod from here + the mapupdate + aim v44 from what i read you missed out the first as scope ain't bubba

in smeagol's sig you do not find that one


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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237203] Mon, 09 November 2009 15:46 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
T_Bolt: i changed it to False as you talled me but nothing changed. then i tried to start a new game and everything looks in order. thank you. there it goes from the beginning again. cross fingers!!!
logisteric:
on the 4th male matter thanks for the information. i will get right on it.

keep up the great work guys!!

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237210] Mon, 09 November 2009 16:18 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
so i changed this READ_PROFILE_DATA_FROM_XML in False.

but how can i change the opinions of the AIMs now? for example how do i make Laura and Buzz friends? or Meltdown and Flo? editing the mercopinions.xml the name of Laura does not feature.
is it possible anyway?

(just curious...is there a project of increasing the IMPs in the future or extending Arulco's map to new territories or "un-masking" the blocked-darked squares?)

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237212] Mon, 09 November 2009 16:22 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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proedit - before you start a new game

do you want to make meltdown flo's friend or just not her foe? - that's a big difference - the latter is easy, the former will bring a lot of happy ctds if you do not invest some more work

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237214] Mon, 09 November 2009 16:41 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
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just not her foe sure.... but what about laura and buzz? the same i guess...

proedit wow first time i am using it... i feel like a baby...

i see there are a few free slots? can i create enemies like Tyrone & Olga? sent from Kingpin?

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237215] Mon, 09 November 2009 16:56 Go to previous messageGo to next message
Requiem is currently offline Requiem

 
Messages:93
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Instead of ProEdit you can set the ini option WRITE_PROFILE_DATA_FROM_XML to true, and when you run the game new xmls will be create in userprofile*\tabledata. Just rename them (remove the 'out') and switch the ini settings back. Now you should have Wildfire compatible xmls.

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Corporal 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237228] Mon, 09 November 2009 19:53 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
Location: B
you get that ctd-issue no matter how you do it - whenever you have new friends or foes the game will crash due to missing soundfiles/subtitels


---

new: where there were non before - if you have buns to have a new enemy (let's say biggins) instead of fox she will deliver the fox-lines - that surely prohibits a ctd but is stupid

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237231] Mon, 09 November 2009 20:37 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
ok i' ll set it to hate or like in "nobody" then, so that they do not have to express anything. although i still do not understand why the game should offer such an option to crash later? anyways when i end all the stuff with proedit when i click in "import" it says : "cannot open MercImport.csv"....what does that mean?

i also created 4 new foes that should be my enemies and Deidranna's friends in the empty availlable slots 65,71,163,169. i saved everything... but i assume i have to import my changes into the game to make them value.

so, could you please tell/indicate me how to proceed from here?

waiting for your reply, thanks

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237233] Mon, 09 November 2009 20:46 Go to previous messageGo to next message
Logisteric

 
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because the code asks for files it does not find -> ctd

none of them will show up - they don't have faces, sounds, subtitels and you did not place them in maps with the mapeditor -> that they don't have faces is no problem (there's a default face), so if you put them to maps the game will again ctd dur to missings soundfiles (the wavs) or subtitels (the edts)

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237234] Mon, 09 November 2009 20:52 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
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so it is useless?
no way to add missing files?

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237236] Mon, 09 November 2009 20:56 Go to previous messageGo to next message
Logisteric

 
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they can be written and recorded - faces can be drawn - it's called modding (that soundMachine you downloaded is primarely a modding/translation-tool)

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237237] Mon, 09 November 2009 21:02 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
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you mean bulkrenamyutility? i still have to extract it. how do i use this then? is there a manual or something?

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Re: HAM 3.6 Alpha - RELEASED[message #237238] Mon, 09 November 2009 21:13 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
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no i meant soundmachine (didn't you see those 'pink' slots in it to determine which personnel slot you use) - bru should have a readme - if you are scared by it you can do it manually - it's just once [ctrl]-[c] and 90 times [ctrl]-[v] the ###.etd goes to data-1.13\mercedit, the battlesounds (those with the names) got to data-1.13\battlesounds and the rest (with the numbers) go to data-1.13\speech - if you throw them into the folders as they are you overwrite miguel cordona's files, i.e. you will get again ctds and/or a strange-sounding rebell boss

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237240] Mon, 09 November 2009 21:51 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
oh my god..... it is cinese for me... computers are not really my field... medicin is!!
so i am stuck. i will try to see what i can do then i will let you know. thank you very much for your patience

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Re: HAM 3.6 Alpha - RELEASED[message #237307] Tue, 10 November 2009 16:47 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
"T_Bolt:Instead of ProEdit you can set the ini option WRITE_PROFILE_DATA_FROM_XML to true, and when you run the game new xmls will be create in userprofile*\tabledata. Just rename them (remove the 'out') and switch the ini settings back. Now you should have Wildfire compatible xmls."

i did exactly that but nothing changes when i start new game Laura still hates Buzz. what do you mean by "switch the ini settings back"? i removed the "out" then opened them and changed opinion of Laura versus Buzz from -25 to 0. then when i went back to hire them nothing changed in her attitude.
what is it i am missing here?

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237308] Tue, 10 November 2009 17:16 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
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if you use proedit you have to edit the 'correct' profdat - but why are you eliminating the fun from the game?

edith:

i upped the 4th male-imp again (changed to slot 169) you have to paste the stuff below into your ini (replacing what is there) and copy the contents of the d/l into your dat-1.13 folder (allow overwriting if necessary)

ini

[JA2 Laptop Settings]

; The maximum number of I.M.P. (B.S.E.) characters, the player can have (Range: 0 - 6).
MAX_IMP_CHARACTERS = 7

;******************************************************************************************************************************
; The following allow you to change how many and which slots from prof.dat are available for
; male and female IMPs. The "usual" slots are 51,52,53 for males and 54,55,56 for females. Other
; slots will work only if they have a blank full name in prof.dat. Even slots without full IMP voice
; sets will work although the IMPs will be silent a lot of the time.
;
; There should be one IMP_[FE]MALE_X for each slot. The total number is still limited by
; MAX_IMP_CHARACTERS above. You can reduce the numbers but there should always be at least one
; male and one female slot available.
;
; If there are any errors in the following then the default values (3 males slots 51-53 and 3 females
; slots 54-56) will be used instead.
;******************************************************************************************************************************
IMP_MALE_CHARACTER_COUNT = 4
IMP_FEMALE_CHARACTER_COUNT = 3

IMP_MALE_1 = 51
IMP_MALE_2 = 52
IMP_MALE_3 = 53
IMP_MALE_4 = 169

; The following are empty in standard JA2 1.13 but do not have full voice sets.
;IMP_MALE_5 = 65
;IMP_MALE_6 = 71
;IMP_MALE_7 = 163
;IMP_MALE_8 = 164

IMP_FEMALE_1 = 54
IMP_FEMALE_2 = 55
IMP_FEMALE_3 = 56


judith: 4th male imp (169).7z

[Updated on: Tue, 10 November 2009 17:26] by Moderator

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237311] Tue, 10 November 2009 17:32 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
maybe you are right. it is just that i wanted to hire both Laura and Buzz.
instead of a 4th male is possible to have a 4th female as well?

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237312] Tue, 10 November 2009 17:39 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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we do not have a 4th female voice set (this one was 'borrowed' from ub)

you may want to volunteer all of your female relatives here


edith:

as both work for a.i.m. - where is your problem?

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237313] Tue, 10 November 2009 17:44 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
ahhah ok thanks... the battlesounds of 4th male stand as it is folder in data 1.13 or i have to copy/paste the elements in the BattleSNDS folder? can i add him during game or do i have to start a new one to make him active?

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237314] Tue, 10 November 2009 17:47 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
simply copy all three folders to 'data-1.13' it also works in 'data' but there is lots of stuff that is necessary for 'standard 1.13' it's easier to delete stuff YOU added that way

afaik you don't need a new game - just visit the imp-page and find out

@ any mod

could you please cut from #236738 to here and transfer to a thread of it's own with a proper name - it has nothing to do with ham

[Updated on: Tue, 10 November 2009 18:00] by Moderator

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Captain
Re: HAM 3.6 Alpha - RELEASED[message #237328] Tue, 10 November 2009 18:35 Go to previous messageGo to next message
Requiem is currently offline Requiem

 
Messages:93
Registered:February 2007
Thundercat
i did exactly that but nothing changes when i start new game Laura still hates Buzz. what do you mean by "switch the ini settings back"?
Change the read from xml option back to true and the write to xml back to false.

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Corporal 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237332] Tue, 10 November 2009 19:10 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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Thundercat
"T_Bolt:Instead of ProEdit you can set the ini option WRITE_PROFILE_DATA_FROM_XML to true, and when you run the game new xmls will be create in userprofile*\tabledata. Just rename them (remove the 'out') and switch the ini settings back. Now you should have Wildfire compatible xmls."

i did exactly that but nothing changes when i start new game Laura still hates Buzz. what do you mean by "switch the ini settings back"? i removed the "out" then opened them and changed opinion of Laura versus Buzz from -25 to 0. then when i went back to hire them nothing changed in her attitude.
what is it i am missing here?



since when had the opinion value any influence on that?


what you apparantly want to do is to change the hated/ learns-to-hate table, not the opinion values.

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Sergeant Major
Re: HAM 3.6 Alpha - RELEASED[message #237357] Tue, 10 November 2009 22:40 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
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@logisteric
this isnt your thread..dont issue requests or commands..if HR wants it out..he'll ask..its his thread..so chill dude

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First Sergeant

Re: HAM 3.6 Alpha - RELEASED[message #237395] Wed, 11 November 2009 06:48 Go to previous messageGo to next message
LootFragg is currently offline LootFragg

 
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Logisteric
could you please
I don't see him demanding anything, Tbird. And I think it's polite of him to want to keep the thread clean. I don't see why Headrock should get headaches again about people spamming his HAM thread before the posts get moved somewhere else. Basically the same thing with that supply ressource discussion I had with elenhill. When you realize you're leaving the topic, it's best to get out before someone gets pissed. Right?

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Master Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #237397] Wed, 11 November 2009 07:21 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
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we allow some leeway to inject non-topic stuff into threads..if it continues and overtakes the thread we put a stop to it..logisteric is not a mod and does not need to nanny the threads and send notices..we mods notice..and when things go too far..we put the kibosh on it....if it goes to far..we stop it..otherwise..if a small block of text annoys you so much..skip over it and go on to the next post..its easy..duh

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First Sergeant

Re: HAM 3.6 Alpha - RELEASED[message #237777] Sun, 15 November 2009 20:25 Go to previous messageGo to next message
RiHatz is currently offline RiHatz
Messages:4
Registered:January 2008
Location: GER
Is it a HAM thing that my mercs loose one point of health at the drassen airport???

This has been asked before, but I couldnt find an answer.

How can I disable it??

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Civilian
Re: HAM 3.6 Alpha - RELEASED[message #237779] Sun, 15 November 2009 20:49 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
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yes, it's a HAM feature, facilities. Be happy your mercs didn't catch H1N1 at the airport Very Happy


HAM features usually have an "on-off" INI switch, but i guess you coudl also edit facilities.xml that comes with HAM and remove all penalties.
But i'm just guessing. Never use HAM

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Sergeant Major
Re: HAM 3.6 Alpha - RELEASED[message #237781] Sun, 15 November 2009 21:05 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
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FacilityTypes.XML, actually.

I really should finish changing the values, I'm so lazy it hurts. I'm surprised though, HAM 3.6a has been out for several months and not a single player has modded the file and posted a better copy? I gave you the tools, why not use them?

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #237782] Sun, 15 November 2009 22:07 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
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Give me a few weeks... So far I've only downloaded HAM 3.6alpha. Is there a global OFF for new FacilityTypes (leaving only the old shooting range in I13)? I'm planning on starting off with just the sector labels. New facility types sounds like something that will require quite a bit of thought (on my end) before implementing in the Hybrids. I'm envisioning a much more subtle effect, just as I've set in the default's for the UC-1.13 Hybrid where I activate the HAM features (in SVN 1.13) but on reduced power.

By the way Headrock, did you include the underground victory = missing above ground garrison bug fix in HAM 3.6?

[Updated on: Sun, 15 November 2009 22:10] by Moderator

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Lieutenant

Re: HAM 3.6 Alpha - RELEASED[message #237784] Sun, 15 November 2009 22:47 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Is there a global OFF for new FacilityTypes (leaving only the old shooting range in I13)?


There was one in HAM 3.5, but since HAM 3.6 is only an alpha (and thus meant for testing such features) I did not create an XML set with JA2 defaults. It should be very easy to make one though, by removing all facilities from Facilities.XML except the gun range. You don't have to edit FacilityTypes.XML, just refrain from placing those facilities on the map (Facilities.XML). It's the same thing as leaving Items.XML the way it is (with all the items you don't need) but removing the unwanted items from the maps and the Enemy Drops XML, so they don't actually appear in the game. That's the difference between FacilityTypes.XML and Facilities.XML - one defines the facilities, and the other tells the game which facility should be placed where.

Also you can use the method presented in the HAM 3.5 XMLs for militia training, by creating "hidden" legacy facilities that provide 2 militia training slots, and placing one in each city sector.

Quote:
New facility types sounds like something that will require quite a bit of thought (on my end) before implementing in the Hybrids.


Since it's a modular system, there's no reason to add them all at once. Just add each facility as you conceive it. You can also add facilities that do nothing, and then add features to those facilities one by one.

Quote:
I'm envisioning a much more subtle effect, just as I've set in the default's for the UC-1.13 Hybrid where I activate the HAM features (in SVN 1.13) but on reduced power.


Interesting, I'd love to hear what you've done with the INI settings there.

Quote:
did you include the underground victory = missing above ground garrison bug fix in HAM 3.6?


Errrr I thought that was included in 1.13? If not, then yes, that is definitely part of HAM 3.6. Actually I believe it was part of HAM 3.5 as well, I don't remember anymore.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #237814] Mon, 16 November 2009 13:24 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
hi everybody... i have to make a bug report for ham3.6. i hope it is the right thread...
now while i was defending a sam site (the one under Chitzena) against 71 enemies with 6 mercs and a dozen of militia... the game, just at the point where 57 enemies still remain and 4 of my militia keep fighting... the game crashes and the following appear:

Runtime Error -- Press Esc to Exit
Assertion Failure [Line 433 in file./Town Militia.cpp]. Attempting to do a debug save as savegame97.sav (this may fail)

i am playing the jagold+ latest 1.13+ smeagol's mod Wf-HAM-AIM + HAM 3.6 + Alphav44 with 4th male added... up to now no big problems...
any ideas? do i have to start all over? is there something i can do to resolve this without losing my game?

waiting for your response, thanks in advance.

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237823] Mon, 16 November 2009 17:16 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
It's a bit of an old bug, something to do with militia not dying properly. Similar stuff seems to happen with enemies as well. I'm pretty sure it isn't a HAM bug, I recall hearing people experience this without HAM involved. I hope to solve it some day though.

In the meanwhile, your best option is to retreat. Or try some ingenious other tactics.

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Sergeant Major

Re: HAM 3.6 Alpha - RELEASED[message #237837] Mon, 16 November 2009 18:45 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
thanks Headrock... now retreat is impossible as i am inside the sam site and some 60 enemies are around it... maybe the only way would be to return to "save game" just before they challenged me...

may i ask when will the next HAM (probably 3.7) come out? or is there a previous period of gathering opinions and suggestions from all other users?

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #237853] Mon, 16 November 2009 22:33 Go to previous messageGo to next message
Thundercat is currently offline Thundercat

 
Messages:39
Registered:November 2009
anyway i tried everything but the above bug i reported shows up always...
everything blocks in that Sam Site... nothing i can do... so i'll give it up for now and try to get it back later... i hope it was just on that occasion and does not come back again... it is really frustrating having to abandon game during a battle that you have fought for some time... and then a bug like this takes away all the effort and fun.... uffffff...

i really hope you can solve this one... keep up the good work guys!!!!!!

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Private 1st Class
Re: HAM 3.6 Alpha - RELEASED[message #238048] Wed, 18 November 2009 22:38 Go to previous messageGo to next message
Czert is currently offline Czert

 
Messages:105
Registered:August 2007
is this planed to be implemented to main truck in nearly future ? Because it is certain time from last patch relase.

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Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #238073] Thu, 19 November 2009 02:27 Go to previous messageGo to next message
UniversalWolf is currently offline UniversalWolf

 
Messages:140
Registered:June 2009
Location: United States
"Smart Goggles" is HAM, right?

Smart Goggles thinks shades are better than NVGs in caves. Also the NADA object appears on the helmet when using SHIFT+N if either NVGs or shades are missing. In other words, you have to have both. Not that it's a huge deal, though, since the NADA object vanishes when you remove it from the helmet.

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Sergeant
Re: HAM 3.6 Alpha - RELEASED[message #238110] Thu, 19 November 2009 09:23 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Are you using SHIFT-N or CTRL-SHIFT-N?

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Sergeant Major

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