phobos2077
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116c522bdc
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Moved hard-coded "ControlCombat" mod from sfall into a global script #87
- Exactly the same functionality and settings
- Mod settings are now in sfall-mods.ini
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2017-04-01 21:11:19 +07:00 |
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phobos2077
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5bbdcbd2db
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Added final version of NPC armor appearance script, compatible with both HeroAppearance mod and set_dude_obj (NPC control) function #82
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2017-04-01 02:21:12 +07:00 |
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phobos2077
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cbe987df25
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First prototype of armor appearance mod (hook-based)
- Add test version of gl_npcarmor script with config file for FO2 RP
- Add some useful scripting headers
- Add new scripting functions to sfall.h
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2017-03-30 01:20:44 +07:00 |
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phobos2077
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adf8dd13dd
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Moved highlighting-related settings into new "sfall-mods.ini", dedicated for scripted sfall mods;
Reverted description for MotionScannerFlags 1 and 2, it was actually correct before.
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2017-03-16 01:21:20 +07:00 |
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phobos2077
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afadbb71c4
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Refactor highlighting mod script, added check for outlined_object (via new scripting function), updated ddraw.ini to reflect the actual meaning of highighting-related settings (they way it worked for a long time); #53
HighlightMod is permanently removed from sfall code, it is now only a script.
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2017-03-14 00:20:34 +07:00 |
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phobos2077
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a74bab42e8
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Full implementation of highlight mod with motion scanner interaction; #53
Fixed incorrect string lookup failsafe in Inventory.cpp
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2017-03-13 23:54:54 +07:00 |
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phobos2077
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fa583d41d7
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Added scripting functions: get/set_flags. This allows, for example, to turn character into a ghost dynamically from script.
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2017-03-13 04:12:52 +07:00 |
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phobos2077
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6152615ce5
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Implemented highlighting mod as a stand-alone global script with LOS and NoHighlight flag checks #53
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2017-03-13 03:36:02 +07:00 |
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