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 UniTec (1.0.0 - CC1.0) - DISCONTINUED 
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Joined: Sat Aug 06, 2011 11:48 pm
Posts: 24
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Post Re: UniTec (B25_1.0.3)
SnowMonster20 wrote:
Don't take anything out. Between the whole community I'm sure everyone uses everything. Just do what you have now with the presets.ini :)

Also I will miss all of those lol. I try to switch it up and use most of them. I bet I am the only one with a fully buyable presets lol.

If you have to take anything out take out WEC.


The buy screen is WAY too busy right now, but I agree with SnowMonster. You don't need to eliminate the weapons to fix this. Hiding redundant weapons with the presets.ini will make the purchase screen navigable without anyone biting your head off for deleting their favourite gun. The other great upside to this is you needn't worry about being too strict in culling unnecessary weapons.


Unrelated question: How would I go about disabling the UniTec tank and Cygnus (plasma) mech, and enabling the Zealot mech and crafts?


Wed Sep 07, 2011 11:04 am
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Joined: Fri May 15, 2009 10:29 am
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Location: Russia
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Post Re: UniTec (B25_1.0.3)
Make gun materializers, as in, one for each company's selection.
H&K materializer, FN Herstal materializer etc.

You'd essentially just buy catalogues, then teleport guns right infront of you with that.
Might work a bit better with pie menu icons though, but that's right around the corner. ;)


Wed Sep 07, 2011 11:28 am
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Joined: Tue Apr 01, 2008 4:49 pm
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Location: The Netherlands
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Post Re: UniTec (B25_1.0.3)
@KravenDanger: Right now there's a really really really low chance for mechs to spawn in activities. This was mainly done since they seem to stand around and do nothing and I don't want the battlefield to be full of lazy mechs. Dunno why this happens though.
Technically every 1 out of 100 spawns is a mech, but since it's randomly chosen by 'throwing dice' it could happen that you won't see them at all when playing for an hour.

@monkeyfetus: You'll have to dig into the .ini files to disable them I'm afraid.
However, I have a simple .bat file that allows you to choose one of several preset.inis I created.
One of them disables everything, except Zealot stuff. So you can play with the Zealots without having access to UniTec stuff. (Except for bunkers/turrets.)

Right now I've one that allows everything to be bought (except zealots), a shorted down list, a SHIELD only list, a UniTec only list and the aforementioned Zealot one.
I am open for more suggestions.

You can run the .bat to change the presets at your will, without the need to go into the .ini files themselves.

@Lizardheim: You mean like buying a gun and instead of being delivered from a ship it spawns in your face? Would be nice, but impossible for me to do. :???:


Wed Sep 07, 2011 1:14 pm
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Post Re: UniTec (B25_1.0.3)
No like, you'd have a Lua'd buy menu with only the selection of the company's catalogue you bought, so in a H&K catalogue you'd have stuff like MP5, MG36 etc.
And when you choose one from the menu it detracts gold from your funds and spawns the gun infront of you, if you have enough funds to afford it that is.


Wed Sep 07, 2011 1:24 pm
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Post Re: UniTec (B25_1.0.3)
Well, that'd be bloody awesome. :)


Wed Sep 07, 2011 1:28 pm
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Post Re: UniTec (B25_1.0.3)
Yeah aswell as declutter the buy menu. ;)


Wed Sep 07, 2011 2:27 pm
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Joined: Sat Aug 06, 2011 11:48 pm
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Post Re: UniTec (B25_1.0.3)
Do you remember which file the mechs are in? I found the tank and disabled it, but couldn't locate the Aegis or Zealot mechs.


Wed Sep 07, 2011 5:57 pm
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Post Re: UniTec (B25_1.0.3)
They're in heavy actors.ini as well. :)


Wed Sep 07, 2011 6:13 pm
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Joined: Fri Aug 22, 2008 6:08 pm
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Post Re: UniTec (B25_1.0.3)
Gotcha!, is there a chance that we could get a Mech variant without legs?
I sometimes shoot off my own legs with one of those mech and resulting cabine is very VERY mobile and is much easier to use than the standard mech.

I'd do it myself but I don't know a thing about actor modding.


Wed Sep 07, 2011 6:18 pm
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Post Re: UniTec (B25_1.0.3)
What are you doing to those mechs? I've never got a leg off of those things. :0

Anyway, erm... If you really want to remove them, I guess you can just replace the sprites with that null.bmp file.
As far as I know an AHuman can't really be without legs (when the game gets loaded, not when you blow them off).


Wed Sep 07, 2011 7:19 pm
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Joined: Mon Jan 31, 2011 10:51 pm
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Post Re: UniTec (B25_1.0.3)
The compound bow seems to gib as soon as it's taken out by an actor or delivered by a craft.


Wed Sep 07, 2011 9:28 pm
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Post Re: UniTec (B25_1.0.3)
Correct. There's a small fix for that on page 96. :)
If you can wait, I'll release a new version soon, as soon as I can get my hands on something that I desperately need.


Wed Sep 07, 2011 10:15 pm
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Joined: Tue Sep 06, 2011 1:19 am
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Post Re: UniTec (B25_1.0.3)
Fantastic work, I was especially surprised by the other unique actors such as the doom marines and the silencer from crusader.

I'm sure this has been asked before, but what gives regarding the inability to spawn/buy either of these fantastic characters or their inventories?


-EDIT-

Nevermind, I figured it out, I'm kind of new to this.

Once more, fantastic mod, I'm really enjoying it.


Thu Sep 08, 2011 6:59 am
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Post Re: UniTec (B25_1.1.0)
Thanks, yourebuying. I think you're about the second person who said he actually likes the crusader actors.
I think most people don't even know the game. :P

Well, new version. I hope you enjoy it. Still things to improve, but that's something for the next build.

Almost everything that can be bought is present in Shoplist.ini, so it'll be easy to remove stuff like mechs, the tank or whatever you don't like. :)


Thu Sep 08, 2011 4:47 pm
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Joined: Fri Aug 22, 2008 6:08 pm
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Post Re: UniTec (B25_1.0.3)
Gotcha! wrote:
What are you doing to those mechs? I've never got a leg off of those things. :0


I've got "spikes" module in my game, I just land on them, wait until both legs break and get a very very neat fighter-esque capsule with weapon.
Since it gets so light, it's jetpack allow it to maneuver easily.


Thu Sep 08, 2011 6:52 pm
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