Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Aaaand it's back up after a rebuild of the core systems.
@/dev/null
I had to get rid of your custom stacking system, somehow it was causing trouble during mission start on missions after the first, if I had to guess, something is off with the gamestate handling.
I've switched to basic effectstate stacking, using:
[code]
DuplicateResponse=eDupe_Refresh
bStackOnRefresh=true
[/code]
And a simple GetToHitModifiers that uses the iStacks variable on the effect gamestate and caps the total aim bonus.
The stacks condition was also adjusted to use iStacks variable;
This is admittedly less versatile than your custom stacking system, but it has the benefit of working in WOTC.
Thanks for letting me know.
Yeah, my bad for not seeing this comment.
Despite some tests, it was still crashing, so I took it down.
I'm re-evaluating my approach, I'll probably have to rebuild it instead of using /dev/null's code.
I've been playing around with some stuff, doing a basic version is fairly simple, so I'll do that.
Were there problems with that build? Its entry's removed or hidden on the Workshop...
Here we go, I've tested it some, and it appears to be working as it should.