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Metal gear solid 5 water gun
Metal gear solid 5 water gun




metal gear solid 5 water gun

It works but there are flaws and it's not as perfect as *I* would like it to be, though no doubt it is sufficient.įirst, icons are broken, not supplying an icon sets the last used gun's icon. Always thought about trying EQP_None but never got around to it. Have known about how the files affect the development page/weapon sections/dev build trees. ubsistence - good_subsistence+guns will allow you to develop and equip honey bee, training rifle and skullfaces shotgun, as well as 'None' slots as primary and secondary weapon - no more forced equip changes via lua. The first one is the easiest one - add more weapons to the weapons table. It is also used in IH for dropping supplies from soldiers. Or even better, call TppPickable.DropItem or whatever it was, that one function that drops briefcase with blueprint from blown helicopter in mission with weapons dealer. Third one is to add weapon to enemy weapon table then just grab it out of their hands (long way, never used it, I think it was in some of infheaven videos). Second workaround is to call lua function to drop a supply box with a weaponId you need (still need to wait for a box to land). However there may be overlapping issues when konami adds more stuff, idk what happens then. You can just run a diff between my files and original ones, that alone should give you rough idea of what's happening.

metal gear solid 5 water gun

It works in a fun way, I'll try to explain it further in a separate article when I have time.

metal gear solid 5 water gun

Tex wrote:You need call TppEquip.RequestLoadToEquipMissionBlock at some point during load with a table that includes the equipId, ie






Metal gear solid 5 water gun