Bugs found :
-Message in red showing missing elements (generally .ogg sounds) in top corner right
-With all technics used, Burning Man SCP room is lagging a lot (it depend that you are watchnign and where you are)
-With new rooms, some bug map with lag (textures disappear and appear again)
i saw globally this Shaun aftre everything is ok
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#432A little suggestion for the mod : On the official wiki of the game, it say that the MTFs entered the site from Gate B :
But in the mod the player start in Gate A, I don't know if this possible to just change the start room without screwing up the map system...At this point, the MTF units will enter the site from the Gate B entrance
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#433It's for the vanilla MTF's, I think Gate A is a better entrance because SCP-682 is already at Gate BMetroDelta wrote:A little suggestion for the mod : On the official wiki of the game, it say that the MTFs entered the site from Gate B :But in the mod the player start in Gate A, I don't know if this possible to just change the start room without screwing up the map system...At this point, the MTF units will enter the site from the Gate B entrance
Playing SCP : Containment Breach since v0.6.5.
My favorite SCP's: Pretty much all of them
My favorite SCP's: Pretty much all of them
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#434Actually the MTF Units are spawning at GateA, here's a code example that they are spawning in Vanilla SCP:CB there:MetroDelta wrote:A little suggestion for the mod : On the official wiki of the game, it say that the MTFs entered the site from Gate B :But in the mod the player start in Gate A, I don't know if this possible to just change the start room without screwing up the map system...At this point, the MTF units will enter the site from the Gate B entrance
Code: Select all
If MTFtimer = 0 Then
If Rand(30)=1 Then
Local entrance.Rooms = Null
For r.Rooms = Each Rooms
If Lower(r\RoomTemplate\Name) = "gateaentrance" Then entrance = r : Exit
Next
If entrance <> Null Then
If Abs(EntityZ(entrance\obj)-EntityZ(Collider))<30.0 Then
If PlayerRoom\RoomTemplate\Name<>"room860" And PlayerRoom\RoomTemplate\Name<>"pocketdimension" Then
PlaySound LoadTempSound("SFX\MTF\Announc.ogg")
EndIf
MTFtimer = 1
For i = 0 To 2
n.NPCs = CreateNPC(NPCtypeMTF, EntityX(entrance\obj)+0.3*i-0.3, 0.5,EntityZ(entrance\obj)+0.3*i-0.3)
n\PrevState = 0
n\PrevX = i
If i > 0 Then
n\Target = Before n
n\State = 4
EndIf
Next
EndIf
EndIf
EndIf
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#436I don't know, probably it will take a while until it will be implemented.epicgamer123 wrote:Has when the unlockable mod?
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#437One question:
Will Class-D's be able to surrender? In one of the ambient sounds, a Class-D pretends to surrender. Will they be able to do that? And will there be a aim feature, or will it be like Counter Strike: Source with no aiming (except for rifles)? I also for some reason think the "Finished off Class-D" ambient sound is funny. "FUCK FUCK FUCK FUCK!! bloom"
I feel like a 10 year old now
Will Class-D's be able to surrender? In one of the ambient sounds, a Class-D pretends to surrender. Will they be able to do that? And will there be a aim feature, or will it be like Counter Strike: Source with no aiming (except for rifles)? I also for some reason think the "Finished off Class-D" ambient sound is funny. "FUCK FUCK FUCK FUCK!! bloom"
I feel like a 10 year old now
Don't worry about your son, he will be sent to the deep dark depths in no time.
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#438I'm going to let myself meddle in a bit now: the sounds were made with no thought whatsoever about how Class-Ds will behave in combat, so the AI itself will depend wholly on what PXLSHN and Vane Brain have in mind. It'll make these particular scenes look either like that's an ordinary combat situation or on the contrary, like it's an exception. But the sounds may be altered anyway.slender1200 wrote:a Class-D pretends to surrender. Will they be able to do that?
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#439Version 0.0.4 will be in a few days. Basically there will be small fixes, but also adds a new SCP.
Re: [1.2.2/1.2.3] SCP - Nine Tailed Fox Mod (v0.0.3)
#440I am spooked to see itVane Brain wrote:Version 0.0.4 will be in a few days. Basically there will be small fixes, but also adds a new SCP.
Don't worry about your son, he will be sent to the deep dark depths in no time.