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"It does work with CE. But, you could maybe use CE as base. One thing I really like about combat extended explosives is that they're shrapnel based, like real life. Maybe someday you will implement this :)"
I don't mess with CE myself. This mod is open source for any CE users who want to go wild with rebuilding the mod for CE though.
Thanks man, looking forward to seeing them use it!
I've moved the projectile tag into the mod tags area in the XML, and then updated the Detonate button code to find the explosion data there.
This resolved the save game errors for me and everything appears to work as expected. New version of the mod has been published. Mod visibility is public again.
I'm truly sorry for anyone who lost data from this. I don't know why the projectile tag caused this issue in 1.3 (worked since alpha 17).
Save game works if people are wearing the vests. The save game only breaks if there's a suicide vest on the ground. If I knew more about the inner workings of the save game system, I'm sure that would be meaningful to me.
I'm unlisting the mod while I figure this out.
I'm really not sure how to proceed without being able to reproduce the problem.
It's interesting that having the mod installed does not impact the save, but having the vest in game causes an issue. Seems like the issue would be related to the XML somehow?
Most likely it's a mod conflict, but I couldn't figure it out from the log. I will only assume that this is a conflict with the "Remote Tech" mod. But I probably won't check it :D
(This happens if you have multiple setllements, I've not tested it in a play with only one settlement, My main game atm has multiple settlements, And I just lost 2 of them.. Luckily I had back-up save files from before this mod, and was able to recover my bases.)
Also, there is a suicide bomb zombie in Brainz's Zombieland. I haven't played it in a while, but IIRC it gives off a blinking red light and audible beep, that both increase in frequency as it arms and prepares to blow. It can be detonated both by shooting/killing the zombie, or when it reaches melee range with its target. Perhaps that might also give you a code snippet idea.
Maybe there is a tricky way for the AI to "shoot" the vest, especially after the Royalty DLC added all those extra abilities and whatnot. Might not even need a short range, just some ability tied to blowing up the vest.
I realize the vest is already an apparel, but perhaps you can bash/hack a workaround with a "suicide C4" throwable grenade weapon with 0 warmup time, 2 cooldown, range 1, and 1 delay on detonation. Or some variation of that, to trap the suicide pawn in its own blast, as well as to give players a 1 second chance to experience the sinking sensation of seeing the blast coming.
Or 0 delay on detonation if you want it to go off immediately, of course.
Next steps (which might take me a year to actually look into): AI trigger the vest.
However, first priority is update for 1.3. It's probably easy, but I haven't looked into it at all yet.
that's just a thought of course idk how feasible it is.