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  • 73a7bf theaetik

    HKH191 Spam Strikes Scripts Once More.

    8 dagen geleden
  • 73a7bf theaetik

    @Pizzahut That's exactly why I said "By default" - most users won't realize.

    3 september 2019
  • 73a7bf theaetik

    @tagger101 No idea no.

    I'd check the other mods you're using and put them away. This shouldn't happen.

    2 september 2019
  • 73a7bf theaetik

    @sjaak327 Please change the default shortcut for "Airbreak"

    I make your trainer a dependency for my mod, but I find myself accidentally activating the cheat far too often during gameplay and it can be extremely confusing / frustrating.

    Thank you.

    2 september 2019
  • 73a7bf theaetik
    Reactie Vastgezet


    With this update, I changed the pacing of the mod to make encounters more enjoyable,
    while adding more flavor and purpose to eliminations in general by introducing goals.

    - You now rank up by attaining a specific Elim count in a round instead of wins
    - From Rank 1 To Rank 2: 15 Elims in a round.
    - From Rank 2 To To Rank 3: 25 Elims in a round.
    - From Rank 3 To To Rank 4: 35 Elims in a round.
    - You still rank down by 1 level when an avatar dies (Royal or Freelance)
    - Rank still = Difficulty and Rewards

    - Time spent in zones changed for better overall pacing
    - New reward: +1000 CCP for 30 Elims in a round
    - Amounts of health regenerated DOUBLED while driving
    -- DOES NOT apply to the SHRIKE upgrade (flying bike)
    - RPG Elite spawn rates tweaked again
    -- Rank 1: 2%
    -- Rank 2: 4% (+2% from rank 1)
    -- Rank 3: 7% (+3% from rank 2)
    -- Rank 4: 11% (+4% from rank 3)
    - STARFORCE new req. to activate is now 6 Elims (prev. 10)
    - GATECRASHER new req. to activate is now 15 Elims (prev. 25)
    - Updated Database

    - Added new notifications for ranking up + 30 elim reward
    -- These notications have a new custom sounds as well
    - Added 5 new vehicles to the rotation (Avatars / Enemies)
    -- EMERUS
    -- KRIEGER
    -- DEVESTE
    -- THRAX
    - Updated the new NextZone sound (more audible)

    1 september 2019
  • 73a7bf theaetik

    Sounds like a trainer issue like we've seen in the past with specific trainers. Please use the trainer I linked in the description and temporarily move / disable the other ones, see if that helps.

    12 augustus 2019
  • 73a7bf theaetik

    If you can get a few screenshots maybe I can improve the algorithm a bit. I've had maybe one or 2 cases myself but they were pretty damn rare from my experience. I made sure the zone would never appear if the central ground position of the zone is too high in relation to the player's current world height, to especially avoid cases of zones appearing on skyscrapers downtown.

    Sometimes we want the last zone to be pretty high up because the player can get there easily, other times the layout may be too inaccessible. Hard to say. Right now I only consider X and Y so you will be in the zone from any given height.

    6 juni 2019
  • 73a7bf theaetik

    @a_tavenner Thanks for the feedback I'll review your post again when I'm about to update the mod.

    @MonocleProject Thanks, I'll keep controller UI support in mind.

    @BOUNTYHUNT3R541 Plan no, but I'd have to re-write a lot of the script to make it work decently with a full weapon wheel.

    @idlehands I'm a big Vigilante 8 (1&2) fan so I get where you're coming from.

    Is it possible? Yes. Would be long and tedious to make properly? Also yes - very time consuming.

    I remember seeing someone on the GTAV forums working on a system that had missile launchers and targeting systems, looked straight out of TM.. I don't think they released it however, it probably just stayed at WIP material.

    At that point I'd make it from scratch in UE4 instead.

    @Meister Rebinding a key is a chore I'm sure.

    22 mei 2019
  • 73a7bf theaetik

    I digged in and searched the forums for Auto Sprint / Sprint Toggle / Always Sprint.. Unfortunately there's no easy way in script.

    I recommend you get software to simulate a key press. As annoying as it is. There are no natives that will make it a toggle or always on, I think they're just "getters" for knowing if the player actually is sprinting. On controller it's worse because you have to TAP A constantly.

    Also not forgetting your feedback on the subtle zone notifications. I'll improve it in the next update.
    Thanks for the feedback!

    23 april 2019
  • 73a7bf theaetik

    Amazing feedback, @a_tavenner - quite refreshing to see.

    For Blink and Targeting enemies - I can safely say that if I were into a less scripting / limited environment I would be able to find data-driven fixes to give the QOL improvements this mod needs.

    Auto Attack - I'll think about it. To be honest I almost scrapped that ability (Commando) because of how it didn't work as intended most of the time. I find the Avatar will often kick the enemy instead of using the melee weapon in hand. I like that you can teleport without attacking, personally.

    Prone - I don't use it that often either. I will probably find a replacement for it.

    Sprinting - 100% agreed. I noticed that too. I recently played the mod again and it is the first thing I realized. I'll have a "Hack" for it. And I mean that, it will force the player to be in sprinting every single frame. Only possible way to "fix" this in script.

    Avatar Health VS Enemies Count - I'll think about adding an option to increase the AI count but it would be off by default. Would be especially bad in open environments. As for the player's health, it is already scaling in accordance to level and has been tweaked to feel challenging. I'm afraid increasing it will make the game easier with more small encounters.

    Dumb AI - I haven't seen many cases of them not attacking, the dodge roll is all in my script. Everything else is the systemic R* AI.

    SUPERJUMP - That was in the mod before I shipped before I added Blink Teleport, I removed it because it made you a flying punching bag and it was mostly useless. Blink was a much better option.

    FLASH - The locomotion system can handle so much. I think other modders found work-arounds. When I tried myself back then, my character would run like they are skating on ice and you'd lose all control of your character. It didn't feel fun at all.

    BACKFIRE - 3 Seconds is a very long time. Tactikal does the same thing except it will disarm opponents thus not killing them. The ability also lasts 1 second.

    HIJACKER - After you take control of the Helicopter, what do you do with it? There's no mounted guns.

    SURPRISE - So a mix of SWAPCORE and COMMANDO? I feel like it would make SWAPCORE less effective. Suggestion?

    HAWK - If you do it while your health is low, there's a good change the AIs on the ground will shoot you on your way down.

    FRIENDMAKER - But they can still die? I'll think about it. Would need a very long cooldown, Keep in mind Union spawns an invincible ally every 3X streak and only 3 or 4 times.


    I'll see what I can do for sprinting. I'm trying right now and the Native doesn't seem to force sprinting. The work around might have to be nastier.

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    23 april 2019