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Nothing in-particular. They should work fine barring cost-calculations.
I will be adding a way for modders to (more easily) set default prices for their weapons soon, in-case the default cost calculations produce ridiculously high or low values (which is common for projectile weapons, since we can't get any info about the projectile in-code). So if you maintain any weapon packs you could set that up if you want.
Adds two new mission types. Check it out :)
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=3528583359
Also it was the NPC navmesh navigation mod that was making the regular rebel units and Odessas friendly, as once I turned it off since it wouldn't work with this mod anyways the rebels were all properly hostile.
This implies you're on a map that has no nodegraph, you should've seen a warning in chat upon loading in. NPCs probably won't be navigating to you either.
If they *are*/the game is otherwise working as intended then that could be something different (and if that is the case then tell me what map you were on).
"[Map Sweepers | EXTRACTION SHOOTER] Director LUA error! See server console for details.
gamemodes/mapsweepers/gamemode/npcs/sv_npcs.lua:322: bad argument #1 to 'ipairs' (table expected, got nil)
1. unknown - gamemodes/mapsweepers/gamemode/sv_director.lua:1395"
Anyone know how to fix this?
People have reported issues with some VManip related stuff being incompatible before, so it's probably that.
@xenomega101
Intentional
but yes this mod is fricken amazing 10/10.
This implies your stats file is messed up somehow. That shouldn't happen in the first-place, but I'll push a fix so that it doesn't error/break things if it does soon.
@THE MAN OF $ЕХ
Maybe eventually because a few different people have requested things similar to this, but anything like that's a long way off because the gamemode wasn't built with that in-mind.
@NikitosSpetznaz
Unlikely in the base-game. Modders can easily add their own though.
[Map Sweepers | EXTRACTION SHOOTER] gamemodes/mapsweepers/gamemode/sh_statistics.lua:49: attempt to index field 'statistics' (a nil value)
1. statistics_GetLevel - gamemodes/mapsweepers/gamemode/sh_statistics.lua:49
2. v - gamemodes/mapsweepers/gamemode/sh_statistics.lua:165
3. unknown - lua/includes/modules/hook.lua:102
[gamemodes/mapsweepers/gamemode/cl_offgame.lua:649: attempt to index field 'statistics' (a nil value)
1. offgame_BuildMissionTab - gamemodes/mapsweepers/gamemode/cl_offgame.lua:649
2. BuildFunc - gamemodes/mapsweepers/gamemode/cl_offgame.lua:241
3. offgame_ShowPreMission - gamemodes/mapsweepers/gamemode/cl_offgame.lua:556
4. v - gamemodes/mapsweepers/gamemode/cl_hud.lua:1798
5. unknown - lua/includes/modules/hook.lua:102
No, because that's too dependent on what's possible in source, and what works well in testing, neither of which are predictable. Any new content updates will be announced around the time they're going to release.
@Neosun
Maybe but that'd be low priority at the moment.
@ArcticFox146
If there are no valid positions to place an objective it can cause crashes, that's hopefully going to be fixed soon. From what I understand this is a mainframe-specific issue right now.
XP doesn't affect anything. You just gain access to entries in the codex menu
Maps need both a nodegraph and a navmesh as stated in the description. You can generate your own navmeshes with nav_generate, but nodegraphs have to be added by a level designer.
@Froze
No idea what would cause that.
fps was stable, cpu and gpu usage was also stable...
But does the player level affect anything? Because it seems you gradually gain xp per mission even on failed missions (which most of mine have been as I'm still learning + trying to find the right spawn cap for my skill level).
Also do maps have to have both nodes and a navigation mesh for this mode to work on it, or will using the aformentioned npc navmesh navigation mod allow maps with just navmeshes to be playable? I haven't tried it on any such maps just yet but I was intending to.
Because I tried playing Mainframe on one of the recommended maps, gm_born, and it froze the game up. There was an error for this addon but since the game froze I couldn't check to see what it was. I was able to play Mainframe on other maps though, however I'm assuming the rebels aren't supposed to be friendly. I don't know what addon could've messed with that though, as I don't have any ai affecting ones, except for that npc navmesh navigation one.. could that be causing problems somehow? It was just he basic rebels that were friendly + Odessa, Alyx, the helicopters, the turrets, and Dog were hostile though.
Thanks