Door Kickers

Door Kickers

Uniform Switcher 2.0
captaincofresi 2019 年 10 月 18 日 上午 10:56
A couple of questions about Uniform Switcher 2.0
I would really love to use this mod together with the new Chuck versus the Tangos mod I recently made. It's a mod based on the spy comedy TV show Chuck, with a focus on a non-lethal approach. But it would be nice to give the each team member its own color in the field. So therefore I am looking into your Uniform Switcher mod version 2.0, but ran into some issues.

1) When this mod is installed, and I choose two pointmen in Green and Red they suddenly cannot be used in the first mission anymore. Can it be that the class changes when choosing a colored uniform? This seems to be a MAJOR BUG copied from the previous version.
2) As in the original Uniform Switcher, all classes are suddenly unlocked, could you make a no cheat Uniform Switcher, that does not cheat and unlocks all the classes? Or is this a lot of work, do you need to add more code, or remove code? Why is it that the mod unlocks all classes? Is this absolutly nessecary?

Other remarks on the mod, and how I think it should be used:

- I guess you need to be careful in choosing a color first and then your class and gear. Since chosing a color resets all gear and class. So a color is stictly bounds the carachter to a certain class.
- If you set the gear to 'use as default' when you have chosen a color, then chosing that color on another character will give you exactly the gear of that specific color.
最后由 captaincofresi 编辑于; 2019 年 10 月 18 日 上午 11:41
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Bolmin  [开发者] 2019 年 10 月 18 日 下午 12:11 
unfortunatly all the bugs are 'copied' from the original mod, the code is like 10 times longer than in vanilla, Red Panda basically reprogrammed the whole process and it is impossible to make them unlockable, I tried many methods but it is just impossible. The second thing is that in the first few missions the swat guys will always be default pointmans it cant be changed, for ex. if you change them into assualters they will still be pointmans in the first few missions. Also I dont know if you looked into the humans_friendly.xml, but every color is a diffrent class, meaning that with my version there is a total of 60 classes in the game, in other words both of your observations are correct, because the game treats a red pointman and a green pointman as completly diffrent classes. Btw I really like your mod - good job :], if you need any help integrating this mod to your mod feel free to add me
captaincofresi 2019 年 10 月 18 日 下午 1:50 
Hi, thanks for your quick response. As for the classes, I am looking at the humans_friendly.xml and see that a different class is given to each color-class combination. E.g. red-pointman, green-pointman. Then I would think, they would still be defined as 'pointman' class? But what I cannot find is a list where all those classes are somehow defined. Is there such a list?

Because I do get that a red pointman and a green pointman are different classes. It's just that I thought for the early single missions, only higher classes (at least Assaulter class) were NOT allowed. But my problem is that now it seems the low class of red pointman and green pointman are denied and the game skips to other agents in my roster.
captaincofresi 2019 年 10 月 18 日 下午 2:05 
Just tested it some more. I think I get the rule for the first missions = only class Default color + Pointman class is allowed. Just hope other missions do not have those kind of rules, like 'only Default color + X class' is allowed. Just makes me wonder if other missions have these kind of rules? Haven't played it that much yet,

And if the rule was reversed, 'all classes allowed, except for Default color + A class, B class, C class. Then you could cheat your way in using 'other than Default color' + A class, B class, C class. Just don't know how the rules in this game are set though.
captaincofresi 2019 年 10 月 18 日 下午 2:29 
And thanks for the compliments on my mod ;-). I have looked at the first version of the Uniform Switcher and this one, and I think I would like to only add the White uniform to the original Uniform Switcher due to the best contrast between colors is already quite well done in the original.

But wonder if that can be done on the same row, or that there is a reason that on both mods there is free space on the right of the color buttons? And would like to test a new Uniform Switcher 1.1 (only adds white as an extra color) as a seperate mod. I think I could use some help on that, it is a lot of code I noticed ;-). For me this is more a thing that is 'nice to have' and for now I will use the Uniform Switcher to test. Since it's about time I start playing more and designing less ;-).
最后由 captaincofresi 编辑于; 2019 年 10 月 19 日 上午 12:05
Bolmin  [开发者] 2019 年 10 月 19 日 上午 2:19 
i dont feel like making a version with only white, however if you want I can make a version of your mod already integrated with mine
captaincofresi 2019 年 10 月 19 日 上午 3:13 
Sure I get that. As I said, it's nice to have but seems a lot of work for adding only the white uniform to the original. And when I look at it from a thematic kind of view, I don't think it is the best option for me to use white uniforms, when I want to focus on non-lethal and stealth.

Thanks for all the insight into this mod and the original one. I now understand better why and how things for these Uniform Switcher mods work.
最后由 captaincofresi 编辑于; 2019 年 10 月 19 日 上午 3:14
Bolmin  [开发者] 2020 年 1 月 19 日 上午 9:45 
yeah, it was noticable that's why I have re-written it for dk1.5 so that it supports class unlocking. btw, I love all your mods, they were an inspiration for me
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