Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#642
ahim wrote:I have a suggestion: you should make the player able to handle doors with the click of a keyboard button like the other MTFs do. (It would solve the issue with shooting the buttons instead of clicking them and make the lvl 5 keycard unneeded)
I thought of that too, but it is simply too much game breaking this mechanic (I wanted to do the crowbar as a weapon which has the ability to break open doors). I instead made it that the MTF Units only can open doors which are not Locked and which don't be a KeyPad. And the MTF Units only open the doors if they are close enough to them.
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#643
PXLSHN wrote:
ahim wrote:I have a suggestion: you should make the player able to handle doors with the click of a keyboard button like the other MTFs do. (It would solve the issue with shooting the buttons instead of clicking them and make the lvl 5 keycard unneeded)
I thought of that too, but it is simply too much game breaking this mechanic (I wanted to do the crowbar as a weapon which has the ability to break open doors). I instead made it that the MTF Units only can open doors which are not Locked and which don't be a KeyPad. And the MTF Units only open the doors if they are close enough to them.
Okay but MTF units can still open some doors with this feature (the DNA doors, passcode doors etc..)
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#644
ahim wrote:
PXLSHN wrote:
ahim wrote:I have a suggestion: you should make the player able to handle doors with the click of a keyboard button like the other MTFs do. (It would solve the issue with shooting the buttons instead of clicking them and make the lvl 5 keycard unneeded)
I thought of that too, but it is simply too much game breaking this mechanic (I wanted to do the crowbar as a weapon which has the ability to break open doors). I instead made it that the MTF Units only can open doors which are not Locked and which don't be a KeyPad. And the MTF Units only open the doors if they are close enough to them.
Okay but MTF units can still open some doors with this feature (the DNA doors, passcode doors etc..)
I know, as I said, I made the MTF Units not able to do that (I will probably make them open DNA scanner codes (including the player), but I'm not that sure about that). The fact is: That the MTF Units can only open doors in the next version the player also can.
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#648
ahim wrote:
PXLSHN wrote:
ahim wrote:sometimes when i load files when i die i get the message

the files of v are not compatible with scp containment breach v0.1.0
you mean the mod version 0.1.0 right? And not SCP:CB.
nope not the mod version the SCP:CB version and sometimes when a class D spawns i get a MAV and an mtf says: Class D has escaped us. returning to previous task
Uhm, isn't the 0.1.0 of SCP:CB VERY old?
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Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.1.1) The Big Update

#650
ahim wrote:
PXLSHN wrote:
ahim wrote:
nope not the mod version the SCP:CB version and sometimes when a class D spawns i get a MAV and an mtf says: Class D has escaped us. returning to previous task
Uhm, isn't the 0.1.0 of SCP:CB VERY old?
it is and i'm not using it but i still get the error
Oh, you mean with the save files right? I think the save files from 0.1.0 are not compatible with 0.1.1 (actually it's the mod's version, it seems to be that I forgot to change the error message showing it).
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