This was a very short lived update...
moving on to version 1.3
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-corrected glitches with gibbing and midas deaths
-added a new functionality where this mod will now check to see if you are using the addon, if you are, it spawns superweapons accordingly, if not, it will only spawn Dreadful, Powersuit, or DraughTome.
Rowsol wrote:I'm playing with Pandemonia (I gutted the non-monster stuff) and I'm occasionally getting an error that says "unknown item class longhornmatriarch to drop from a random spawner".
Rowsol wrote:I kicked a guy with midas boot while wearing powersuit then shot him with ironblast to finish him off and he turned into a statue. It happened a few more times afterwards. Powersuit probably isn't required.
both Fixed
Rowsol wrote:When guys explode from acid instead of always facing me sometimes they are at different angles.
They're not supposed to keep facing you as they die.
I may not be understanding the report correctly, a video/gif and detailed explanation would be helpful.
Rowsol wrote:I set a custom cacodemon monster on fire and he wasn't taking any damage from it, the burning afterwards I mean.
I'm pretty sure they are taking damage unless the cacodemon is immune to fire.
This script behaves exactly the same way "Pain.Fire:" works in
Guncaster.
The fire ignition effect is easily the simplest part of this entire script, so long as they appear to be on fire, the damage effect is running.
Rowsol wrote:Okay, it seems certain unique weapons that drop from the monsters can't find a suitable replacement and get removed. I'll just change their drops.
Also, the field kits that enemies drop aren't being replaced with anything, not sure if intentional or how one would even go about coding a replacement for a random custominventory item.
I'm working on a solution to this. It may not be possible to fix it, but if it is, I will find a way.
P.S.
Just wanna say thanks to everyone here for helping bug-test this and for all the reports.
This script is essentially a fork of a small piece of
Guncaster Vindicated and I don't have enough time to extensively test it on my own, so any bugs I catch are likely a result of problems occuring in the main mod, and stuff unrelated to GCV may go under my radar.
You folks helping test this is what is gonna make sure it gets to a clean and bug-free state! thanks again!