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Jibb

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Everything posted by Jibb

  1. Yeah, I was surprised as they released a new version fairly recently, might've been just before the latest SCore was released. Oh! I didn't understand how to use those parameters when I saw them and I guess I just forgot about them. Thanks for explaining! Looks like the defaults for the breaktime in SCore v20.0.31.846 were <property name="BreakTime" value=".5,.4,.3,.2" /> which explain why it was so difficult! I should be able to make the mod much more useable for my server with this information. Keep up with the good work! Your help is much appreciated.
  2. After doing some testing I ran into a few other issues, but noticed the 0-SCore in the latest version of WOTW is v20.0.1.21069. I was able to update to v20.0.31.846 by deleting the mod folder and replacing it, then enabling AdvancedLocks again. This fixed the issues I ran into, which included the E-wheel menu not working and the empty safes. I did start running into the issue ddraggy showed screenshots of (where there were random textures in front of the lock during the minigame) It did feel like I get 0.5s more wiggle time before picks break with the updated SCore, but a longer (or configurable) wiggle timer would be nice. I haven't had time to extensively test yet, but it looks like everything else in WOTW is working fine so far after upgrading 0-SCore.
  3. Hey @xyth, thanks for the mod, I really like the idea of playing the minigame rather than waiting for the lock to get picked. I have successfully got this mod working with War of the Walkers (the newest version includes 0-SCore) by setting the AdvancedLocks property to "true" in the blocks.xml However, I have found the same as others have posted that the picks break instantly when any resistance in turning the lock is met. It is able to turn if I am close to the point, but as soon as it is supposed to start wiggling, the pick will break. I have a few ideas of what may be causing this: It looks like in the code that controls the wiggle timing could be based on framerate (I have very little experience in coding, so may be mistaken) which may explain why some people are not seeing the same issue. I am running the game at 60fps and have found the same problems. Another possibility could be related to keyboard, I believe the code accounts for partial pressing of keys, so lightly pressing the spacebar will not break the key as easily, however my keyboard's keys fully actuate even with a light touch (1mm actuation distance), which might be another reason why the picks are also breaking instantly. Another question I had was: I've tried commenting out the "playerInventory.RemoveItem(itemStack);" line of the BreakLockpick() function of the Keyhole.cs to test the mod without wasting lockpicks, but the change doesn't seem to have taken any effect as Umbreon5 has found. Do you know if the SCore mod needs to be recompiled for the changes to take effect? Sorry if I'm overstepping my bounds, but thought I would give some suggestions of what may be causing the issues as I do like this mod. At the moment I am planning to continue using the mod and testing to see how it goes. Would you have any ETA for when the SCore will be updated with the easier difficulty that you've mentioned?
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