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Perhaps even a new "class" option for the one-handing operative lugging a briefcase in one hand and a gun in the other.
Just because hes a nerd doesn't mean he can't defend himself
Also, I guess some trait ideas?
Extra rations - You always packed extra food and water when going out on missions. Starving or being dehydrated is the worst thing when fighting or infiltrating, after all!
No rations - Ooops. It seems whoever was in control of packing your stuff misplaced your rations with someone else's personal belongings. Rather than with food and water, you find yourself with a spiffo plush!
A Really Bad Landing - ♥♥♥♥! It seems like the plane you were taking to your parachuting location got a bad case of a "Infected pilot". Enjoying some alcohol on the plane, you find it crashing down!
Thinking fast, you tried jumping out of your plane, but while taking the parachute, you forgot your supplies!
Oh no! Anyway, after jumping, you have major trouble getting your parachute to work, and open it slightly too late, making your landing a rough one, and breaking your leg.
At least you didn't die-! Wait, what's that falling? OH THAT'S ONE OF EXPLOSIVES FROM THE PLANE.
While it didn't hit you directly, you do find yourself with shrapnel in your groin... and dirt. It seems you might get an infection! And if that wasn't the worst, the nearby area is on fire!
You cry. A lot. This is definitely not your day.
This was a really bad landing.
You start drunk, depressed, with a broken leg and an infected groin injury, surrounded by fire, with none of your supplies except what you are wearing. And that explosive probably attracted the attention of nearby zombies. So much for a covert mission.
Traits that give +skills to aiming, reloading or any of the melee skills should specify that instead of just saying Greatly increased, for example instead of greatly increased it should just say +3 aiming, +3 reloading so I know exactly how much I will get.
When I created my character I was sure I would get +10 aiming but when I started the game I just had level 9 aiming.
It's possible to make so the magazine starts fully loaded like this:
Events.OnNewGame.Add(function(player, square)
local prof = player:getDescriptor():getProfession()
if prof == "veteran" then
local inventory = player:getInventory()
inventory:AddItem("Base.Lyman_TMag")
inventory:AddItem("Base.M9")
local veterangun = inventory:AddItem("Base.XM117")
if not veterangun then return end
--veterangun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sight_Aimpoint"))
--veterangun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Laser_DVAL"))
veterangun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sling_3"))
--veterangun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Pad"))
for x=1, 4 do -- add 4 mags, loaded
inventory:AddItem("Base.556Clip"):setCurrentAmmoCount(30)
end
for x=1, 5 do -- add 5 mags, loaded
inventory:AddItem("Base.9mmClip"):setCurrentAmmoCount(15)
end
-- add a 5th mag, but track it
local veteranmag = inventory:AddItem("Base.556Clip")
veteranmag:setCurrentAmmoCount(31)
ISTimedActionQueue.add(ISEquipWeaponAction:new(player, veterangun, 30, true, veterangun:isTwoHandWeapon()))
ISTimedActionQueue.add(ISInsertMagazine:new(player, veterangun, veteranmag))
end
end)
In this example, the veteran starts with 4 9mm magazines and 4 5.56 STANAG magazines fully loaded, no need to add ammo boxes and manually load them every single time ^^
I tested VFE with it before and it seemed to work pretty well (I’ll give it more extensive testing in time), let me know if there are any issues
@josko
Thanks I’ll consider it
@yepthatsmyname
Thanks, those are some interesting ideas
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2530389024
Idea 2: Add compatibility with SecretZ (Also by addition of "secret documents")
Idea 3: Add some insurgents special stashes around the map
if player:HasTrait("LoadoutRifleman") then
local inventory = player:getInventory()
local insurgentgun = inventory:AddItem("Base.XM117")
if not insurgentgun then return end
--insurgentgun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sight_Aimpoint"))
--insurgentgun:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sling_3"))
for x=1, 4 do -- add 4 mags, loaded
inventory:AddItem("Base.556Clip"):setCurrentAmmoCount(30)
end
-- add a 5th mag, but track it
local insurgentmag = inventory:AddItem("Base.556Clip")
insurgentmag:setCurrentAmmoCount(31)
ISTimedActionQueue.add(ISEquipWeaponAction:new(player, insurgentgun, 30, true, insurgentgun:isTwoHandWeapon()))
ISTimedActionQueue.add(ISInsertMagazine:new(player, insurgentgun, insurgentmag))
end
end)
Events.OnNewGame.Add(function(player, square)
local inventory = player:getInventory()
if player:HasTrait("LoadoutPistoleer") then
inventory:AddItem("Base.G17")
for x=1, 5 do -- add 5 mags, loaded
inventory:AddItem("Base.GLOCKClip"):setCurrentAmmoCount(20)
end
else
inventory:AddItem("Base.M9")
for x=1, 5 do -- add 5 mags, loaded
inventory:AddItem("Base.9mmClip"):setCurrentAmmoCount(15)
end
end
end)
Events.OnNewGame.Add(function(player, square)
if player:HasTrait("LoadoutMarksman") then
local inventory = player:getInventory()
local insurgentgun3 = inventory:AddItem("Base.PSG1")
if not insurgentgun3 then return end
insurgentgun3:attachWeaponPart(InventoryItemFactory.CreateItem("Base.Sight_G28_Scope"))
for x=1, 6 do -- add 6 mags, loaded
inventory:AddItem("Base.762x51ExtClip"):setCurrentAmmoCount(20)
end
-- add a 5th mag, but track it
local insurgentmag3 = inventory:AddItem("Base.762x51ExtClip")
insurgentmag3:setCurrentAmmoCount(21)
ISTimedActionQueue.add(ISEquipWeaponAction:new(player, insurgentgun3, 30, true, insurgentgun3:isTwoHandWeapon()))
ISTimedActionQueue.add(ISInsertMagazine:new(player, insurgentgun3, insurgentmag3))
end
end)
Altough I changed to Brita guns as you can see, maybe you can make a version of Insurgent that is for Brita only?