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Posts
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Everything posted by Wellingtoncrab
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I am not aware of a way to execute a custom gui action from the console, it might be possible as you can execute a script from it, but I have never seen an example of it being done. To enable the cursor you need to locate the in game maps gui definition, which by default is usually "guis/map_of.gui" or some variant and open it with any text editor. Right near the top there is a window float variable "nocursor 1" which needs to be replaced with "menugui 1". This will allow the correctly scaled cursor to appear when the map is open, but you will still have a free camera. You can relatively easily enable map screen camera immobilization across the entire game by replacing this core script file in your game/script directory with the one attached. But if it has been overwritten in an fm for any reason already might have to edit the mission itself. tdm_inventory_map.script
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@Klatremusthis is a test build of the mission which includes a visible mouse cursor and the camera immobilization when the map screen is open. The changes required are minor and seem quite safe, but risky enough it probably be worth test driving if you are anyone is will to try it out before it becomes an "official" version of the mission: https://drive.google.com/file/d/1yPlz0KXU7jaXRNxq1z3BE2pvAfcjAgDB/view?usp=drive_link Unfortunately as far as I can tell why the change is simple (Basically changing one line in any in game map's gui definition for the cursor, and one line in the in game map script object for the immobilization) the in game map implementation involves unique gui definitions for every individual in game map. So it would rely on mappers broadly adopting it or modifying things at the mission level. At least don't see a way to enable it across all missions.
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"He is not of the blood. His kin laid no stone. For us these things hold no mystery." -Lady Blackbriar DISPLACEMENT has been updated to Version 3 = DOWNLOAD = -The Magpie Lens "on" effect has been replaced with a simpler inventory icon based on/off indicator which is (hopefully) less breakable and at minimum less impactful if it breaks -Instances of loot which were not glinting with the lens have been fixed -Mysterious missing light fixture has been replaced -Various minor polish and bug fixes have been addressed *The download link in the main post is also current.*
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@hightideits a complete circle. You cannot see the latch unless you have access to the room. If you already have access the room you no longer need the key. This specific confusion about how or where to use the key can only come about if you are in a position to no longer need it because you have I would hope when using the
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You cannot enter through the window without using Regarding the latch position - what? Seems like a fairly pedantic and meaningless detail in the context of all the abstraction present in the in the game - and you would not have even seen the latch from the direction you typically interact with the door and use the key. So it’s kind of circular - how can the latch make it not make sense to use the key on the door when you cannot be even aware of the latch without first using the key on the door?
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Not sure what is causing this, but the default hold frob setting of "thief" at least appears to be working normally and enabling this in the menu fixes these interactions if you have already started playing. @STiFUI am not sure, but seems like maybe the stim/response system is not working with frob responses when the hold/frob disabled
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@covert_caedesyes there are issues in 2.13 with the last frame display that drives the main menu effect getting busted with MSAA on so it is disabled via the mission cfg to make sure the main menu can work. This will be removed when 2.14 is fully out and there is not a need to maintain 2.13 compatibility. Then there was a separate issue where some cvars in the mission cfg persisted when changing missions - which that has been addressed in 2.14 beta 3.