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Would like your permission to pack this mod into an modset for a unit. The mod itself is unlisted and isn't distributed outside the unit. I have a spreadsheet that will contain all the credit needed (links to the mod and everything required/additionally listed) contained in that document, along with a link to it in the readme.txt file. It'll also contain a list of the mods that are packed together in that file itself for ease of access. :)
can you elaborate?
50 trees spawing in one little area?
Update has been pushed, please let me know if the problem is fixed, if the mod is worked correctly without issues, and if you have any feedback!
Thanks for letting me know, I'll take a look into it. At a guess, they may have changed the name of the explosion used, but I'll see what I can do.
Vanilla version released, check the description above for a link, or visit my workshop! :)
I'll be releasing a vanilla version soon, it's 90% done, just a few things to iron out :)
I'll look into it, I don't see why not. Currently working on other things at the moment but I'll try to get around to it at some point soon.
@Rowan
Defoliation script fires from the particleFX class in config.cpp.
There's a line that allows you to call a script before the particle ends - it initiates from there. It's how I've jerry-rigged a lot of my mods to work, because I'm terrible at scripting and kinda just hack things together until it works...
@Jack
I tried, but if you reference my reply to @Rowan - the way the script is called doesn't play well with the napalm - the area of defoliation is always offset from where the napalm fire burns for some reason, in a random direction. So where the fire burns doesn't get defoliated. I'll come back to this mod in the next month or two or so and see if I can figure it out but can't promise anything.
I guess so, I haven't tested but I don't see why not
Tried again, see if that works
I'd love to, I'll have to try and figure out how. Thought the bikey would be ok, I followed all the instructions I could find. I'll give it another go at some point over the next week or so.
If it does, I haven't seen it, I'll go back and have a look. All my testing was in the editor/zeus.
Haven't played Mike Force myself yet, this was just a nifty little idea I had to fill an apparent gap that I saw at the time :)
At least it seemed to, and so much so that when I tested it on Chernarus Redux it completely broke certain underground compositions by deleting lots of objects! (Specifically Altar Hill. Try dropping a few "vanilla BLU-82s" on the underground base that is there)
I haven't tested, but it would most likely be best practice to have both Client and Server have the mod active
This mod does not add any Zeus modules, the 500lb Napalm Module is available by default with the SOG-PF CDLC.