Intelligent Supplies 1.6
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Intelligent Supplies 1.6
Does not sound normal, no. Intelligent Supplies tries not to touch the items the base pickups are representing, only copying information like sprite, scale, and so forth (some amounts get set for weapons (internal ammo held), ammo (ditto), and armor (armor value remaining) in the case IS behavior is turned off during play, for balance purposes.) If you can point me to the mod this happens with I can investigate.
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Re: Intelligent Supplies 1.6
From what I've played with Intelligent Supplies so far, this happens with...
Wolfenstein: Blade of Agony - https://github.com/Realm667/WolfenDoom (happens with 9mm ammo pickups, possibly others too)
Project Brutality v3.0 - https://github.com/pa1nki113r/Project_B ... ch_Staging (happened when I picked up an SMG for the first time, while topped off on pistol ammo; the filled magazine that got left behind was literally as large as my character!)
Wolfenstein: Blade of Agony - https://github.com/Realm667/WolfenDoom (happens with 9mm ammo pickups, possibly others too)
Project Brutality v3.0 - https://github.com/pa1nki113r/Project_B ... ch_Staging (happened when I picked up an SMG for the first time, while topped off on pistol ammo; the filled magazine that got left behind was literally as large as my character!)
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Re: Intelligent Supplies 1.6
Ah, another artifact of mod design. While testing with Project Brutality I've discovered this happens because the base ammo type that the weapon uses is spawned, compared to the pretty version that is randomized via spawners - you can see this yourself with or without IS loaded by typing "summon PistolBullets" into console to see the underlying ammo type and comparing it to "summon BulletCartridge", which is the ammo you see placed in maps. On the other hand this made me realize that the ammo I want to spawn into maps (i.e. dropped from weapons or backpack) should be allowed to be replaced, instead of spawning a giant ugly basic Cell with a replaced graphic as dropped from the plasma rifles - uploaded it as a ninjafix because it's not a breaking change. (This might have fixed whatever's going on in BoA, didn't see anything weird there)
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Re: Intelligent Supplies 1.6
Bump to note that I've uploaded another fix in the form of a null check where backpacks caused my session of RAMP2022 to come crashing down. Redownload if you get an attempt to write to address zero (probably to an ammo type that never actually spawned, whoooops.) Also at the same time made any and all ammo spawning code consistent in checking for existence and sprite frame.
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Re: Intelligent Supplies 1.6
saw this and was hoping it would compile ammo in an area into 1 stack or something to save on actors.
this is still neat though...
this is still neat though...