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Give it a try now. I am aware the animations for the Medikit are bugged. Currently unable to fix the model until tomorrow.
The medkit scales with the sk_healthkit console variable. I updated the instruction tooltip in the HUD to show the new controls.
I was intending to be-all-end-all fix it when I update the bags to use charges instead of whole-bag ammo. That way you could pick the bag back up, and it would recharge over time.
Basically I was going to make it work like Obsidian Conflict's medkits do, because those work great.
I also want to rewrite the door welder to be less "rigid" and function more like how it does in Alien Swarm or Killing Floor 2, because those are really nice to use, from a player standpoint.
What is wacky on my end tho is antipersonnel mines detonation.
Sometimes its working as intended - making a big SPLAT and smoke, but other times... It.. fails to detonate somehow?
You approach it (probably very slowly, most times it happenned I was crouched or behind a corner), see it didnt detonate, as if failing some LoS check, but then you get very close or stand up and it stacks HECKTON of explosions on top of eachother instantly, causing a hundred decals be slapped on the same place and such amount of smoke that it once nearly crashed my game.
Welp... Thats the most technical explanation I can give.
I probably fucked up the materials. I'll take a look and post an update.
Simple solution would be to make "server content" not automatically include "addons"
Still, imagine if there was an option to exclude certain tags. Aka "server content". Except it still relies on idiots setting up tags correctly.
It's less that the tags don't work, and more that shitloads of moronic jackasses upload hundreds and hundreds of server content packs an hour.
Goddammit, imagine if steam search didn't rely on a bunch of idiotic letter-to-letter similarities and actually had good tag filters.
For reference this was originally written in 2010 out of a hodgepodge mix of various shit I edited to hell before I actually learned how to script.
The add-on as it is now is basically the same add-on just with about a decade of nip tuck clean up.
-Spawn ammo bag weapon
-throw down one bag
-walk near it, it works, it depletes and despawns
-throw down second ammo bag
-it disappears when I walk near the active resupply radius
-every subsequent ammo bag will also dissapear
Pretty much only the first one will work. Perhaps it's some incompatibility? Does this work for custrom ammos like TFA ammo? This is the only ammo bag addon I can find anywhere so I'd love to get this working, thanks in advance.
The toggle requires a map change. It still needs a code rework because 2013 me was a complete idiot.
It does not. It's not in the requirements.
Reload the map. Haven't gotten around to fixing that quirk, but it's due to my old code not being able to recognize changes.