Quick patch for the dropbox’d version, adds TRACKED flag to tank treads, so you can steer with them. I didn’t clean up the cutting: 0 entries though, they aren’t hurting anyone, and that would have taken more time and effort.
Any chance of a link in OP to dropbox version please
Thanking you
It’s linked already. I guess it’s a mediafire link, but same difference
LOL i was looking for the dropbox version :P.
Any who awesome thanks
I made a bug report on this forums bug report area. Not sure if the problem is this mod or not, but worth mentioning.
http://smf.cataclysmdda.com/index.php?topic=11937.0
In short, vehicles are not showing or making noise.
I didn’t have time to test every vehicle, but several vehicles show this problem. The sports car, the police car, the mobile gun station, the swat truck. A few others as well.
All in all it seems bugged and needs some attention before anything else is built on top of it.
I’m getting this odd debug message, which states "Unexpected shortage of ammo whilst firing [weapon here], every time I fire any of the followings:
[ul][li]acid puffer[/li]
[li]gel puffer[/li]
[li]gel spiker[/li]
[li]gel razor[/li]
[li]frost lancer[/li][/ul]
On the test vehicle it contains all fuel cocoons filled to the top and a gel battery at 100% charge. At this point I can’t even use those turrets without having the debug message annoying me.
Most of those use water, the spiker and razor use blob feed.
I think the debug message might be a side-effect of the multiple ammo use ability; I’ll look into it.
[quote=“Blaze, post:547, topic:7616”]Most of those use water, the spiker and razor use blob feed.
I think the debug message might be a side-effect of the multiple ammo use ability; I’ll look into it.[/quote]
Oops. I totally meant to say all fuel, water, and feed cocoons. On the vehicle it has all the available liquid vessels filled to the brim.
It looks like the issue is caused by something that broke the FIRE_X flag that is used for weapons that use more than one charge. It seems an update broke its compatibility with vehicle turrets.
Not something I can fix on my end unfortunately, but I’ll look into it.
Is this the same vehicle additions pack that is in the game as a mod? or a separate one that i should download?
The pre-packaged version if pretty different from this one; a whole slew of changes.
Yeah, the Github version hasn’t been updated in quite some time. And chances are this version will be out of sync and possibily missing changes/updates. For one, no idea if the tabpocalypse has been preserved on the Mediafire version or if it’s finally been removed. XP
What happens if you use both?
Since they should have the same folder name and modinfo indent? :V
That can be edited of course.
is the patch/hotfix for the tracks so they can have the track flag packaged with the download on the OP? oh, an any outstanding issues /bugs known for usage with build 4198?
Yes, I added the “TRACKED” flag to the OP-link.
Also fixed the issue where heavy-weapon turrets wouldn’t fire.
The errors that you get from firing blob turrets isn’t something I can fix, but it only happens when you manually fire it; and blob turrets are all capable of auto-fire.
Well, I decided to make a modular solar farm for my electric vehicle which used all of my solar panels, and went for a big fold-able vehicle. Seemed like a good idea, since I could store it in a cargo dimension. It ended up getting too heavy, and I couldn’t pick it up to unfold it. Parts are locked inside of it. Welp. Great mod, I’ve been using it for a while, and it really spices up use of vehicles.
If I have near unlimited battery power, what turrets would you recommend?
Slime lancers are AMAZING
As is the slinger. Though neither use battery.
That one made from the electric zapping CBM is pretty great for clustered zeds…