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Clonest

UnityHQ Member
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Clonest last won the day on February 20

Clonest had the most liked content!

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About Clonest

  • Rank
    Agent in Training

Profile Information

  • Gender
    Male
  • Location
    United States
  • Interests
    Games....occasional running... COOP MODS!

Previous Fields

  • NOLF games played
    Plays all NOLF series games

Recent Profile Visitors

644 profile views
  1. True......I only meant to point out that least now i can edit the viewmodel for all the weapons and better center certain weapons like the revolver to the middle of the screen for more careful iron-sights like view. Or do what i'm currently doing with the P38 and Hampton SMG and only zoom them out bit more so people can better enjoy both the back end detail and reload animations when using the weapons. Other two-hands like the Delisle Rifle i already have perfectly centered to the middle of the screen and zoomed out to better bring out the arm-rest's detail and bolt-action lever. While othe
  2. You're correct on that. Whatever i change about the weapons, better damage, silenced/unsilenced would also affect all the enemies who wield them like it already does with pistols. To counter that i would have to come up with new weapon slots for the player version altogether like i've already done with the new "ammo giving lighter" cheats i came up with(Changed my mind about the tape player briefing method). I don't want to do that just yet though as that would destroy the games traditional weapon quickslots(buttons 1 thru 9)which most bulleted weapons use. IN BETTER NEWS: I been toying aroun
  3. If memory serves correct when me and my sister played the enemies choose to go after the host first until another player gets in their line of sight and attacks so pretty much what clients have to do to properly join in on the action for now. As for using the Lighter as "mission briefings" you reminded me that you're right about some missions needing them to be played before the start(Unexpected Turbulance for example) for the cutscene that follow to make better sense. Therefore i've replaced those lighters with ones that can be used to obtain small handful of certain special ammo type.
  4. Thank you for your critque........With that in mind i'll get the fisty cuffs back in the mod quickly with ability to do small damage both from behind or front of an enemy now that i understand how weapon damage works. The whole "knock-out from behind" while sneaking feature isn't effected and still works fine rather your using the poison pin or fists to an unware enemies head. Now that i understand even more about editing "ammo" in game can determine how much damage weapons do as well as dmg over-time instead of editing the weapon part of the commands themselves. It'll give a chance to balanc
  5. Well you guys i know it's been a few years but GREAT NEWS, i'm back to toying around with "console commands" mod endlessly again and after reading back through the games weapons.txt file i again I GOT GOOD NEWS. I finally figured out how to enable the games scopes/silencers for weapons by Default. *WEAPONS UPDATES* |--->Now both the P38's Silencer and the Scope for the Delisle rifle are now already atttached when first equipped just as they are in singleplayer making them ideal for stealth missions(Speargun still rules!). The Walther SMG and P38 Pistol can now use the revolver's f
  6. For those of you who may not have yet herd, I am in the middle of finishing development on a (semi-successful so to speak) coop mod for the first "No One Lives Forever" game using a dozen or so console commands and using attribute .txt file edits has bug work-arounds. This all being due to the inability to edit the single-player maps themselves within the game editor other then move them into a multiplayer map list. I must also thank those you who re-uploaded the nolf1 "console mod" for that mod alone makes most of this possible. The only work that myself can take credit for are taking the ti
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