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Cookie

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  1. Cookie

    Summonunit IDs?

    Hmmmmm...... I just looked through my archives, and it seems I don't have that particular page saved. Sorry.
  2. Cookie

    Summonunit IDs?

    I have the list at home, I'll post it later, unless someone beats me. (If you need any other documents from s2hq, I think I have most of them saved.)
  3. Gringo, that doesn't apply in this case unfortunately. Because of the way these particular mines are placed, you can't get up onto the walkway to defuse them. @justin - I have beat this level seveal times, and like you I simply ignored the "back" way into the main room, because I was unable to ever defuse the 1st mine. However, the last time I went through I was able to defuse the first mine by detonating it, and then defuse the others normally. Here's what I did: I had my engineer crouch underneath the big pipe running across the tunnel, and from there I had him lob a TNT charge onto the 1st mine. I've tried grenades in the past, and they never worked, but the TNT charge worked just fine. Once the 1st mine detonated, there was enough room to get up onto the ledge to defuse the others by hand. Hope that helps.
  4. I recently started playing S2/S3 again, and I saw this thread.cAxisUniformMod.zip
  5. That's just the way that particular model was animated. Yes, it's odd-looking, but it's not technically a bug.
  6. Cookie

    Field of View ???

    I haven't messed with that setting in S2/S3, but in other games the camera FOV affects the area visible from the camera. Basically the wider the angle, the more area visible, but you'll have a streched, zoomed-out effect. If your FOV is smaller, you'll see less area, and have a compressed, zoomed-in effect. (In most FPS games, this is how they simulate sniper scopes, by changing the camera FOV to a very small number.)
  7. Cookie

    Patch 1.2 problems

    Well, I bought the US Gold Edition (I'm in USA), and applied the UK patches to both S2 & S3 with no problems... Sorry, I'm sure this is no help whatsoever. As for the squad members issue - No that's not a bug, it's the way the game is.
  8. Int affects the XP gained whenever an enemy is killed. I don't know the exact formula, but whenever an enemy is killed, everyone in the team gets XP. The exact amount each character gets is determined by their Int. But as you said, this difference isn't huge, but it is there. Also, Int is the relevant stat for the First Aid, Engineering, and Spot skills. So, the maximum level for those 3 skills is determined your character's Level, Class, and Int. *EDIT* Int might also determine Interrupt. Either that, or Dex does. I'll have to check.
  9. Cookie

    All Weapons Mod?

    Are you adding a mod to an existing game, or starting a fresh custom game? Once you've started a game, changing the Store settings will only affect what is added in the future, it won't change what's already in there.
  10. This thread isn't here to argue whether PKs suck / don't suck. It's here to present people with options. The fact is, is that there are several people (myself included) who feel that PKs ruin the entire point of playing such a cool strategy / tactics game, since PKs require neither to win. In my own case, I couldn't even bring myself to finish the Berger Factory mission because I hated them so much. And considering the poor distribution this game got, having a Mod available that would give many people like myself the desire to give S2 / S3 a second look was all the motivation I needed to create it. ------------------------------------------------------------------------------------------------------------------------ OK, you asked, so here it is, an S2 version of Cookie's No-PK Mod. This mod is the same as the S3 version in that it removes PKs and replaces them with regular soldiers. (Minus the Body Armor in the S2 version.) It also removes all PK-related items from the Base Inventory. I also attempted to replace all PK-related items found in chests, but I'm having some issue with that. Look for a fix in the future. (This goes for the S3 version as well.) Finally, I removed the BHLG laser gun for obvious reasons. (In the case where it was carried by terrorists, I simply replaced it with another weapon.) *Disclaimer* - This hasn't been fully tested, since I haven't beaten the game yet. So, if you find issues, or a PK I missed, just let me know, and I'll fix it ASAP. <<DOWNLOAD HERE>>
  11. Cookie

    Crash with PKs

    Never heard of this bug, but thanks for posting a solution. I'm sure it'll come in handy for someone in the future.
  12. Cookie

    All Weapons Mod?

    Komik is correct. The place you want to look is in the Editor, under Tools > Edit Store Items. (You can also do this via regular database editing, but the Editor is much more convienent.) Just a quick note, Quantity doesn't indicate how many are there to start, but rather how quickly the inventory increases. So, if you set Quantity to 1, then a new weapon will appear evey mission, if you set the quantity to 0.5, then a new weapon will appear every 2 missions, and so on. If you want multiple items to appear in the beginning, add mupltiple entries in the table. (ie - if you want 2 MG42s to start, then list MG42 twice in the table.) So, to do what you want, I'd change all the items rating to 0 (so they appear before you complete any missions), and then sent the quantity fairly low, so you don't end up with dozens upon dozens of weapons by the time the game ends.
  13. As most others, when I first started modding SS, I downloaded and installed BlueShell DataGuy (since it was the only mentioned alternative to MS Access) to work with the SQL database. However, I quickly became quite frustrated with this (crappy) product. The features were limited, the interface less than ideal, and it was guaranteed to crash HARD every time I used. I looked for an alternative soon after I started modding, and I discovered EMS SQL Manager for SQL Server This product is infinitely better than BSDG. Better interface, more tools, and it NEVER crashes. In fact, I liked it so much, I downloaded and now use the MySQL version for work (I'm a Website / MySQL DB Manager in my day job). Best of all, there's a FREE VERSION available! Once you have an ODBC connection established, registering the DB is a snap! (PS - If you need help getting this to work, just ask.)
  14. Thanks for updating the link. Given how much PKs are hated, making an S2 version of this mod is my next priority. Should see something in a week or so...
  15. You're welcome. To be honest, I also stopped playing S2 after I first ran into PKs, so I never finished that game. (Which is also why all my mods are currently S3-only). However, since I discovered a means of replacing PKs with regular soldiers I'll probably go back and play S2 again (and make a S2-version of this mod).
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