Originally Posted by
dougbenham
Yes, you can remove it though if you do some research & read the forum posts.
nice interaction update, might be nice to remove bodybag pickup too gonna do that :P (not body bagging, but bodybag pickup)
Does changing this to false remove pubs from seeing your AI wallhacks? Just tried it offline, its awesome.
Code:
managers.network:session():send_to_peers_synched( "mark_enemy", unit, true )
Or is this the part that stops overwrite of colors if teamates point out AI? gonna test.
looking for corpse bag code (dead bod itself in bag) I found this
Code:
self.interaction.methlab_caustic_cooler.equipment_consume = true
self.interaction.methlab_bubbling.equipment_consume = true
self.interaction.methlab_gas_to_salt.equipment_consume = true
now we all use has required deployable/equipment/"can interact" codes (well -1 of those if not using infinite equipment or u crash =/)
but setting these to false wouldn't consume materials, and look more legit in cooking? Although I don't think anyones noticed when I put ingredients in across the room (without having any) and 0.1 interaction speed,
but just interesting.
Code:
self.interaction.methlab_gas_to_salt.start_active = false
maybe this True (with each type) will let you cook when map loads? idk still need his directions. maybe we can remove his "incorrect" instructions, or cook faster somehow.
EDIT: Whole snippet, have fun testing stuff:
Code:
self.interaction.methlab_bubbling = {}
self.interaction.methlab_bubbling.icon = "develop"
self.interaction.methlab_bubbling.text_id = "hud_int_methlab_bubbling"
self.interaction.methlab_bubbling.equipment_text_id = "hud_int_no_acid"
self.interaction.methlab_bubbling.special_equipment = "acid"
self.interaction.methlab_bubbling.equipment_consume = true
self.interaction.methlab_bubbling.start_active = false
self.interaction.methlab_bubbling.timer = 1
self.interaction.methlab_bubbling.action_text_id = "hud_action_methlab_bubbling"
self.interaction.methlab_bubbling.sound_start = "liquid_pour"
self.interaction.methlab_bubbling.sound_interupt = "liquid_pour_stop"
self.interaction.methlab_bubbling.sound_done = "liquid_pour_stop"
self.interaction.methlab_caustic_cooler = {}
self.interaction.methlab_caustic_cooler.icon = "develop"
self.interaction.methlab_caustic_cooler.text_id = "hud_int_methlab_caustic_cooler"
self.interaction.methlab_caustic_cooler.equipment_text_id = "hud_int_no_caustic_soda"
self.interaction.methlab_caustic_cooler.special_equipment = "caustic_soda"
self.interaction.methlab_caustic_cooler.equipment_consume = true
self.interaction.methlab_caustic_cooler.start_active = false
self.interaction.methlab_caustic_cooler.timer = 1
self.interaction.methlab_caustic_cooler.action_text_id = "hud_action_methlab_caustic_cooler"
self.interaction.methlab_caustic_cooler.sound_start = "liquid_pour"
self.interaction.methlab_caustic_cooler.sound_interupt = "liquid_pour_stop"
self.interaction.methlab_caustic_cooler.sound_done = "liquid_pour_stop"
self.interaction.methlab_gas_to_salt = {}
self.interaction.methlab_gas_to_salt.icon = "develop"
self.interaction.methlab_gas_to_salt.text_id = "hud_int_methlab_gas_to_salt"
self.interaction.methlab_gas_to_salt.equipment_text_id = "hud_int_no_hydrogen_chloride"
self.interaction.methlab_gas_to_salt.special_equipment = "hydrogen_chloride"
self.interaction.methlab_gas_to_salt.equipment_consume = true
self.interaction.methlab_gas_to_salt.start_active = false
self.interaction.methlab_gas_to_salt.timer = 1
self.interaction.methlab_gas_to_salt.action_text_id = "hud_action_methlab_gas_to_salt"
self.interaction.methlab_gas_to_salt.sound_start = "bar_bag_generic"
self.interaction.methlab_gas_to_salt.sound_interupt = "bar_bag_generic_cancel"
self.interaction.methlab_gas_to_salt.sound_done = "bar_bag_generic_finished"
self.interaction.methlab_drying_meth = {}
self.interaction.methlab_drying_meth.icon = "develop"
self.interaction.methlab_drying_meth.text_id = "hud_int_methlab_drying_meth"
self.interaction.methlab_drying_meth.equipment_text_id = "hud_int_no_liquid_meth"
self.interaction.methlab_drying_meth.special_equipment = "liquid_meth"
self.interaction.methlab_drying_meth.equipment_consume = true
self.interaction.methlab_drying_meth.start_active = false
self.interaction.methlab_drying_meth.timer = 1
self.interaction.methlab_drying_meth.action_text_id = "hud_action_methlab_drying_meth"
self.interaction.methlab_drying_meth.sound_start = "liquid_pour"
self.interaction.methlab_drying_meth.sound_interupt = "liquid_pour_stop"
self.interaction.methlab_drying_meth.sound_done = "liquid_pour_stop"
self.interaction.muriatic_acid = {}
self.interaction.muriatic_acid.icon = "develop"
self.interaction.muriatic_acid.text_id = "hud_int_take_acid"
self.interaction.muriatic_acid.start_active = false
self.interaction.muriatic_acid.interact_distance = 225
self.interaction.muriatic_acid.special_equipment_block = "acid"
self.interaction.caustic_soda = {}
self.interaction.caustic_soda.icon = "develop"
self.interaction.caustic_soda.text_id = "hud_int_take_caustic_soda"
self.interaction.caustic_soda.start_active = false
self.interaction.caustic_soda.interact_distance = 225
self.interaction.caustic_soda.special_equipment_block = "caustic_soda"
self.interaction.hydrogen_chloride = {}
self.interaction.hydrogen_chloride.icon = "develop"
self.interaction.hydrogen_chloride.text_id = "hud_int_take_hydrogen_chloride"
self.interaction.hydrogen_chloride.start_active = false
self.interaction.hydrogen_chloride.interact_distance = 225
self.interaction.hydrogen_chloride.special_equipment_block = "hydrogen_chloride"
also, is this the 15 second lasers on day 3 framing frame? or is this just delay between using the keyboard for it, will editing it let you make the lasers delay say... 45 second? :P
Code:
self.interaction.laptop_objective.timer = 15
just random thoughts (its the only timer in tweakdata near the time of interaction that takes the same amount of time as those lasers to start/stop on framing frame) Big oil laptop and FBI Firestarter laptops take longer than 15sec.
EDDDIIIIT: Looking for them myself, but some other interaction distances you may want to leave default:
Keys
Planks
Barricading
Body bag pickup -- dunno code
Code:
-- INTERACTION DISTANCE WOOOOT
function BaseInteractionExt:interact_distance()
if self.tweak_data == "access_camera" or self.tweak_data == "shaped_sharge" or self.tweak_data == "pickup_keycard" or self.tweak_data == "stash_planks" or self.tweak_data == "stash_planks_pickup" then
return self._tweak_data.interact_distance or tweak_data.interaction.INTERACT_DISTANCE
end
return 20000 -- default is 200
end
edit: body_bag is not the code to default bodybag pickup distance, using it made me unable to bag bodies so IDK if it defaulted distance. Any help finding code so I'm not teleporting dead bods across the map? Removed body_bag from code above. Keycards/planks/barricading works
pickup_keycard may also default the value for chavez card on big oil, haven't tested yet, but all the 4 things I listed (actually have to re-test body bag) have their defaults in that code so your not doing random weird stuff in map lol (barricading everything, bodies everywhere when you're looting, picking up planks/cards that will never leave your inventory (suspicious) etc.
idk if bodybag is right or not, but now I can't put them into a bodybag to test if it set default bodybag grabbing distance =/ gonna remove body_bag and see what happens
edit: is there a way to grab loot bags (yellow) through walls? sometimes they won't if visually blocked, sometimes they will (less often) but if its unpackaged loot - walls are no problem
I think there was 1 more but forgot what. I'll keep looking for the codes then test em out if i find em. Thx dougbenham for base code to work with
edit: Shit, I gotta figure out how to turn off colors for non-user (me) because everyone saw it lol turning the true synced to false didn't cut it =/