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lordheart

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Everything posted by lordheart

  1. lordheart

    ZAM Glasses

    New version: 1.0.2 Changelog: Interaction keys now have defaults if custom action keys not set Tiny code improvements Self Interaction defaults to App Menu key Interaction defaults to Left Windows key
  2. lordheart

    ZAM Glasses

    The menu checks at the beginning of a mission for the keys, so if you were in a mission when you set the keys they wouldn't have been setup. However, if you restart the mission it should work. I am working on a solution that will set default keys if Custom Action 3 and 4 aren't set.
  3. lordheart

    ZAM Glasses

    Small update to fix rain still effecting glasses even though the player is inside a vehicle. Version 1.0.1
  4. lordheart

    ZAM Glasses

    I hereby present version 1.0 of ZAM Glasses. Please let me know of any bugs, I'll continue work on this, improving the overlays, adding in various things that I have considered.
  5. lordheart

    ZAM Glasses

    With rain back in I decided to start adding in rain effects. Currently there is only one texture but I hope to have a couple to simulate glasses/goggles getting progressively more wet. Rain Image
  6. lordheart

    ZAM Glasses

    Did some work on the Diving Goggles overlay, looks a lot smoother now. I have a question though, has anyone come across this error when packing a mod and how does one solve it? I've had it a couple times and mostly fixed it by luck. New Diving Goggles: Normal Cracked
  7. Once you play with it for a while you realise, yeah it's still really seriously confusing.
  8. cutRsc is one method for it to be constantly displayed without freezing user interaction. Or titleRsc for an easier method of simply displaying text.
  9. lordheart

    Armor Improvement System (AIS)

    For the multiplayer, look into setVariable, specifically the third parameter of making it public (sharing it across the network) getVariable, for getting the ammo value.
  10. Just ran your mod and mine at the same time and it didn't seem to cause any issues. I'll add in a global scope boolean variable anyway, to completely disable my ppEffect stuff, the overlays don't use the ppEffect obviously so they will continue to work regardless.
  11. After giving it some thought, my mod only adjusts the first colour one to give the subtle tint using config entries to get the colour. The mods might be able to work together without any changes or we/I might need to put some checks around my ppEffect applying, looking for some variable of yours then simply hand that off to you. Or I might even put in a generic controller variable that disables my ppEffect so any other glasses mod that might show up can also take over that part by setting it to false.
  12. lordheart

    ZAM Glasses

    Turns out it wasn't too difficult to get it working or rather not working with 3rd person. Eye damaged effect still occurs and all things that happen in third person get applied to first person when switched.
  13. I was unable to download your mod, but I have just one question. Do you adjust the brightness and so forth on your ppEffect? Or just the first colour one?
  14. I started off with a much higher tint, not as high as yours though. But adjusted it down because it felt too overbearing. As you can see in an earlier version of the system here It will certainly be interesting to see which direction you take your mod :)
  15. lordheart

    ZAM Glasses

    I play with a group where 3rd person is usually disabled, so not much focus has been put into ensuring that 3rd person looks correct. I will certainly look into making the goggles overlay hidden when in 3rd person while still maintaining the effect of wearing goggles for the explosion handling.
  16. lordheart

    ZAM Glasses

    Indeed, diving goggles haven't gotten the same amount of love that the combat goggles have gotten. Something that needs to be fixed before releasing.
  17. lordheart

    Blastcore A3

    Really looking forward to this.
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