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I could try contacting devs and making \ keeping up posting community news with maps.
I had no problems loading up and recompiling the EYE maps in the SFM version of Hammer. I'm considering creating a short film set in the EYE universe using the game assets and had to recompile some of the maps.
Anyway, here is some cool map I ported awhile ago and recently updated a little bit. :^)
EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff
No idea how to fix lightning though.
https://forums.alliedmods.net/showthread.php?p=2623556
Here are some of my test stripper cfg
EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff
They include things like: increased min and max amount of missions, fixed faction of some turrets and scrabouillors, requirement to kill all 3 temple masters on cm_purge, additional info_nodes, additional enemies and NPC makers.
And here is my attempt to simulate federal stigma in game
EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff
In order to use this plugin you have to add npc_culter_s with mycrew set to federal (integer is 2) to the map (my stipper configs above has an example on cm_cu_marsarena).
It is kinda buggy and loves to spew out errors in console.
Oh and for masochists - here is plugin that changes MaxLiveChildren and SpawnSquadFrequency of all map's npc_randomise_maker according to cvars I made.
EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff
ConVars
sm_npc_randomise_maker_maxlivechildren_mul
sm_npc_randomise_maker_maxlivechildren_raw
sm_npc_randomise_maker_spawnsquadfrequency_mul
sm_npc_randomise_maker_spawnsquadfrequency_raw
I might expand on that plugin.
In eye.fdg you need to find first mention of npc_culter_s that has only 2 armor choices and rename it to npc_trans and preferably also change "A Culter Warrior" to "Transcendent".
Good job lad, thanks for finding transcended culters. Keep up the good work!
Federal Guardian/Trooper
Default grade - Soldier?
Default health - Unknown
Difficulty health multiplier - Unknown
Min/Max health multiplier - 6.7%?
Grade - Min Avg Max
Rookie(1) - 61 65.5 70
Soldier(2) - 69 74 79
Caporal(3) - 77 82.5 88
Sergeant(4) - 92 98 104
Captain(5) - 100 107 114
Colonel(6) - 115 123.5 132
General(7) - 130 139.5 149
Master(8) - 154 165 176
Anomaly: Master skill level health is always even number.
(And yes, it is spelled caporal by devs.)
OnSpawnNPC
target - !activator
input - AddOutput
parameter - myskill <value>
BUT! There is a problem. The health values won't update with grade change.
You can also change other stuff that way (like health).
also here is my modified eye.fdg which includes:
-Added data for info_player_battle.
-Replaced redundant npc_culter_s with npc_trans.
-Removed unnecessary weapons from npc_guardian_s.
-Removed unnecessary weapon_caw_hammer from BaseDeus.
-Added all supported weapons to NPCs (example - npc_synicle_s with hunting machine).
-Fixed npc_military_s having weapon_rotten by default despite not having one in options (now default weapon is weapon_motra).
-Now NPCs use their models accordingly (npc_guardian_s had missing manduco_m model, npc_kraak used carnophage model).
-Added "100" : "Random" to SkinChoice of npc_interceptor.
-Market unused NPCs in npc_randomise_maker.
-Changed all occurrences of "Ligth" to "Light".
-Changed some names and descriptions of models (npc_fs_s "Regular Cop" -> "Regular Special Force").
EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff
I couldn't manage to make NPCs to use weapon_BK13.
Synicles have no minigun and pistol animations so I removed those choices from them (weapon_FKO_Black, weapon_GCTG222, weapon_BK444, weapon_sulfatum).
Place aiscripted_schedule and give it a name.
Sets its flags to "Repeatable" (and "Don't Complain" if errors shows up in console).
Target NPC should be either classname or targetname.
Search Radius of your choosing (0=everywhere).
All in Radius "Yes" picks all NPCs while "No" only picks one random (or closest).
AI state to set should preferably be "Set state to COMBAT".
Schedule to run either "Walk to Goal Entity" or "Run to Goal Entity".
Interruptability either "Damage or Death" or "Death".
Goal entity - player (!player is for singleplayer only).
On NPCs you should give outputs "OnHearWorld" or "OnHearPlayer" (or something else if there is better alternative) with targetname of aiscripted_schedule's entity and input StartSchedule.
Here is demo: EDIT: moved to GitGud - https://gitgud.io/Mavrodi/eye-divine-cybermancy-mod-stuff