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Posted
2 hours ago, Goldwell said:

@nbohr1moreif you could please do the same for my missions I would appreciate that :)

  • Noble Affairs (tdm_weapon_blackjack.def)
  • Snowed Inn (tdm_weapon_blackjack.def)
  • Shadows of Northdale ACT I (tdm_weapon_blackjack.def)
  • Shadows of Northdale ACT II (tdm_weapon_blackjack.def)

These are all fixed now. Thank you!

  • Like 2

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Posted
14 hours ago, Moonbo said:

For A House of Locked Secrets, I'm fine if someone wants to update the implementation - if I remember correctly the current implementation is changed to allow the switching of inventories between the two worlds so the mission will break if it's simply nuked.

Find attached the tdm_weapon_blackjack.script for A House of Locked Secrets updated to 2.11/2.11a standards.

To test it, place the *.pk4 in the mission folder, like this:

\fms\ahouseoflockedsecrets\zzz_ahouseoflockedsecrets_blackjack_script_211.pk4

I have tested it myself and didn't find any issues.

zzz_ahouseoflockedsecrets_blackjack_script_211.pk4

  • Like 3

TDM Modpack

  • 2 years later...
Posted (edited)

Been tinkering with blackjack mechanics too, and testing stuff on https://www.thespiritmolecule.com/ for casino online fun gave me a chill way to see how different actions feel. Seeing feedback pop up naturally while playing made it way easier to judge moves without stressing over animations. Even simple tweaks like raising the blackjack a bit made the flow feel smoother and more satisfying while keeping the game casual and fun.

Edited by Edliant

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