Where shall I put functional cribs?


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Here's new update, V2.2. It contains completely new function - time of day automatic transition. :D

--> CHANGELOG <--
  • Added three new settings at the very beginning of sr3_city.lua file:
    • TOD_AUTO - toggles time of day automatic transition (disabled by default; works only once you complete the storyline because it breaks down if you start any storyline mission).
    • TOD_STARTUP - sets specified time of day at startup (ignored if time of day automatic transition is disabled).
    • TOD_SWITCH_TIME - switches time of day automatically after specified amount of time (ignored if time of day automatic transition is disabled).
  • You can now toggle time of day automatic transition in-game via R + PGDOWN hotkey. Just please note that it only works once you complete the storyline. This is to prevent any issues with storyline missions.
  • SHOW_TUTORIAL setting does not affect mission tutorials anymore. I did that because there are lots of jokes in mission tutorials and you wouldn't want to miss them. ;)
 
cool! any plans about working elevators at Saints Crib too? i always wanted to have working elevators there too :D
Quantum said that he's going to work on those Three Count elevators on Sunday... Who knows, maybe it would be possible to create a Gateway there too? :D
 
Quantum said that he's going to work on those Three Count elevators on Sunday... Who knows, maybe it would be possible to create a Gateway there too? :D
Yes, I should be able to make the crib elevators work like the elevators in my other elevator mods. Unfortunately, I don't know how to create or move a gateway. I have successfully moved those blue nav point markers, as I described in this post, so it may be possible to move gateways using a similar method. The problem is there is no gateway in this zone.
 
Yes, I should be able to make the crib elevators work like the elevators in my other elevator mods. Unfortunately, I don't know how to create or move a gateway. I have successfully moved those blue nav point markers, as I described in this post, so it may be possible to move gateways using a similar method. The problem is there is no gateway in this zone.
Maybe you could copy the Gateway code from another location then paste it there ? And then you would be able to change the coordinates and everything ?
 
Maybe you could copy the Gateway code from another location then paste it there ? And then you would be able to change the coordinates and everything ?
That may be possible, but it would require some detective work. I suggest the following steps:
  1. Find the coordinates of a nearby Gateway with Sandbox+.
  2. Use my SRZoneFinder tool to find the zone file it's defined in.
  3. Use my SRZoneTool to convert the zone file to XML
  4. Find the coordinates of the gateway (or something close to those) in the XML file, if you can (and this is by no means a sure thing)
  5. Figure out what object it's in and what it all means (good luck with that)
  6. Copy that object to the other zone's XML file, changing the coordinates to the crib's coordinates
  7. Rebuild the zone files and hope they don't crash the game (using SRZoneTool to convert the XML back to zone files)
Well, that's the basics, anyway, and that assumes that Gateways work like nav points. If you want to try it, I'll provide any help I can with the tools.
 
I've just released long-awaited V3! It's the biggest update so far. Believe me guys, you will enjoy this one! :D

--> CHANGELOG <--
GENERAL CHANGES:
  • Completely reworked whole code. There are too many minor stability improvements to talk about them in the changelog, I'm just letting you know that plenty of commands are now much more stable. :)
  • Added plenty of customizable settings at the very beginning of 'sr3_city.lua' file. You can read about them in the OP.
  • Completely reworked Quantum's Working Elevators mod. It now works just like regular elevators, with proper prompts and stuff. :cool:
HOTKEY CHANGES:
  • Removed teleport to Three Count Crib interior hotkey. That's because you can now teleport there via Quantum's Working Elevators mod and I ran out of hotkeys so I decided to add something more interesting.
  • Added ASCII mode toggle hotkey. Yup, you can now activate ASCII mode via hotkey. Just note that it stays as long as you won't turn it off, even if you reload a save.
  • Remapped some hotkeys. Again, too much stuff to talk about, just check the OP, my Steam guide or 'Sandbox+ Hotkeys.txt' file included in the archive.
THREE COUNT CRIB:
  • Three Count is now a fully functional crib! Yup, that's right, Three Count is now a real crib! You can teleport to crib interior via Quantum's elevator function, while standing in front of Three Count crib or via elevator in Three Count casino (if it's in the original Luchadores state and the storyline is completed).
  • You can control everything related to Three Count crib via customizable settings in 'sr3_city.lua' file. If you don't like something, just turn it off!
EXPANDED ARSENAL MOD FEATURES:
  • Added unique scripts for Fear Gun, Micronizer, Glitch Gun and Lazarus Rifle. Just equip them and press USE button to toggle their special abilities!
  • Fixed satchel charges. I added a script which disables superpower attacks automatically if satchel charges are equipped. This way you can detonate them without throwing an attack.
So, make sure to open up 'sr3_city.lua' file and check the settings before launching the game, make sure to squeeze the best of our work! Quantum is now officially co-creator of this mod - he helped me a lot with Three Count crib functions and his Working Elevators mod is pure gold, thank you so much! I also have to thank flow754 for giving me idea to add unique scripts for Expanded Arsenal Mod weapons and ThatsMe for for giving me plenty of suggestions for enhancing Three Count crib, you guys are awesome. :D

I dedicate this mod to the memory of Jarek Klofta (aka BadMadScientist). We all miss you so much, rest in peace... You will not be forgotten.
 
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