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Lordranis

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Lordranis

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28 comments

  1. Bigsantunk
    Bigsantunk
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    HOW TO INSTALL!?
    1. hiimgun2000
      hiimgun2000
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      yeah that SUCK!!! this guy need a video
  2. makkoul
    makkoul
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    говорите встреча эксклюзивна для красной зоны? да как бы не так... во первых у меня суперсолдаты ориона спавнятся не по одному а пачками, как первой так и второй фазы... продырявил бочку с белым светом в жёлтой зоне и тут же часть гражданских обратилась в развитых.. в желтой мать её зоне, не знаю как это вышло, но это гениально...
    1. Lordranis
      Lordranis
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      I translated your comment to english. Well super soldiers and evolved spawn from whitelight are in all zone. Only spawning infected is red zone exclusive
    2. makkoul
      makkoul
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      Is it possible to somehow reduce the spawn of super soldiers when raising an alarm, I would prefer that they spawn from 1 to 3, but not 5+??
    3. fiction500
      fiction500
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      so you are the hero behind this mod. well then thank you for this awesome mod. really appreciate what you do.
    4. Bigsantunk
      Bigsantunk
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      Как ты установил?
  3. TacoVD
    TacoVD
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    Thank You for curing my boredom I can now fight supersoldiers, the only enemy thats fun to fight
  4. Listlesstest
    Listlesstest
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    This compatible with aizo v2?
  5. AtariHart
    AtariHart
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    I can't seem to join the discord server, is it down?... is there any other way to get ASE? 
  6. TacoVD
    TacoVD
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    link discord
    no longer exists
    1. fiction500
      fiction500
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      what link? oh the link to the discord channel? it does work bro. check it again or find it manually
    2. TacoVD
      TacoVD
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      Ill try this out, SuperSoldiers are the only worthile enemies to fight immune to ordance and bullets dont do s#*!
      only option is epic melee combat

      Discord link works
  7. fiction500
    fiction500
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    FOR THOSE WHO ARE FACING THE ISSUE OF TOO MANY SUPER SOLDIER SPAWNS, here is the potential fix

    for Google Studio coz i cant code s#*! lol but it fixed the issue

    NAVIGATE TO SUPER SOLDIER SQUAD SECTION OF THE SCRIPT "disguiseencounter.lua"

    1. script is divided into two sections, first is random encounter and the other half is super soldier. 
    2. head to super soldier, its commented as 
    -- super soldier squad
    -- super soldier squad

    use ctrl + F to find it. 
    3. once you have found it replace the entire section from what you have with this 👇. 

    -- super soldier squad
    -- super soldier squad
    if Sencountertime == nil and go_VariableIntGetGOH(PLAYER, "SEncount") == 0 then
    Sencountertime = 0.0
    end
    if disguise_IsInAlert(PLAYER) and go_VariableIntGetGOH(PLAYER, "SEncount") == 0 then
        -- Immediately set SEncount to 1 to prevent re-triggering
    go_VariableIntSetGOH(PLAYER, "SEncount", 1)
    Sencountertime = Sencountertime + math.random(10,15)
    local Super = 4
    local OrionS = 1
    schedule(Sencountertime, function()
    if #go_GetAllTagged("SO") <= 4 then
    for i = 1, Super, 1 do
    local SS = ai_NonManaged_Spawn_CPP("supersquad", "SuperSoldier", go_GetPosition(PLAYER) + Vector(math.random(1,100), 0, math.random(1,100)), go_GetOrientation(PLAYER), "")
    go_AddTag(SS, "SO")
    go_AddTag(SS, "supersoldiersquad")
    -- Reset SEncount after spawning
    go_VariableIntSetGOH(PLAYER, "SEncount", 0)
    end
    end
    if #go_GetAllTagged("SOrion") <= 0 then
    for i = 1, OrionS, 1 do
    local SS = ai_NonManaged_Spawn_CPP("supersquadO", "OrionSuperSoldier", go_GetPosition(PLAYER) + Vector(math.random(1,100), 0, math.random(1,100)), go_GetOrientation(PLAYER), "")
    go_AddTag(SS, "SOrion")
    go_AddTag(SS, "supersoldiersquad")
    -- Reset SEncount after spawning
    go_VariableIntSetGOH(PLAYER, "SEncount", 0)
    end
    end
    end)
    end
    if #go_GetAllTagged("supersoldiersquad") > 0 then
    for i = 1, #go_GetAllTagged("supersoldiersquad") do
    local Supe = go_GetAllTagged("supersoldiersquad")[i]
    if go_IsValid(Supe) then
    if mms_IsEventMissionActive() == true or mms_IsStoryMissionActive() == true or mms_IsNonBackgroundMissionActive() == true then
    go_KillCharacter(Supe)
    elseif not disguise_IsInAlert(PLAYER) and vector.VectorDistance(go_GetPosition(PLAYER), go_GetPosition(Supe)) > 80 then
    go_KillCharacter(Supe)
    end
    end
    end
    end



    FOR THOSE WHO WANT TO KNOW HOW THIS WORKS. here is the explaination by Google studio 👇

    The Fix We Made:
    The main problem was that the go_VariableIntSetGOH(PLAYER, "SEncount", 0) was inside the loop that spawned individual Super Soldiers. This was incorrect.
    Here's the corrected section:
    if disguise_IsInAlert(PLAYER) and go_VariableIntGetGOH(PLAYER, "SEncount") == 0 then -- Immediately set SEncount to 1 to prevent re-triggeringgo_VariableIntSetGOH(PLAYER, "SEncount", 1)Sencountertime = Sencountertime + math.random(10,15)local Super = 4local OrionS = 1schedule(Sencountertime, function()if #go_GetAllTagged("SO") <= 4 thenfor i = 1, Super, 1 dolocal SS = ai_NonManaged_Spawn_CPP("supersquad", "SuperSoldier", go_GetPosition(PLAYER) + Vector(math.random(1,100), 0, math.random(1,100)), go_GetOrientation(PLAYER), "")go_AddTag(SS, "SO")go_AddTag(SS, "supersoldiersquad")-- Reset SEncount after spawningendgo_VariableIntSetGOH(PLAYER, "SEncount", 0)endif #go_GetAllTagged("SOrion") <= 0 thenfor i = 1, OrionS, 1 dolocal SS = ai_NonManaged_Spawn_CPP("supersquadO", "OrionSuperSoldier", go_GetPosition(PLAYER) + Vector(math.random(1,100), 0, math.random(1,100)), go_GetOrientation(PLAYER), "")go_AddTag(SS, "SOrion")go_AddTag(SS, "supersoldiersquad")-- Reset SEncount after spawningendgo_VariableIntSetGOH(PLAYER, "SEncount", 0)endend)end



    Use code with caution.Lua
    Explanation of the Fix:

    • go_VariableIntSetGOH(PLAYER, "SEncount", 1) was moved before the schedule function. This ensures that the "SEncount" switch is turned ON as soon as the
      trigger conditions are met, preventing the script from immediately re-triggering.
    • go_VariableIntSetGOH(PLAYER, "SEncount", 0) was moved inside the schedule function, but after both loops for spawning regular and Orion Super Soldiers are finished. This means the "SEncount" switch is only turned OFF after the entire
      squad has been spawned, allowing time for the alert to potentially end or for the player to move away before another squad can spawn.
    Essentially, the fix ensures that the script waits until a whole squad is spawned
    before allowing another spawn to be considered.


    BIT EXTRAA

    after killing the super soldiers, they will no longer spawn beoz their is hard budget set to them. which is 20 for everything. you can see it and change it in the first part of the script 

    this is what it looks like in the script. 

    ai_SetCategoryCharacterBudget( 20, CharacterBudgetType.Flyer, true )ai_SetCategoryCharacterBudget( 20, CharacterBudgetType.Brawler, true )ai_SetCategoryCharacterBudget( 20, CharacterBudgetType.Infected3, true )ai_SetCategoryCharacterBudget( 20, CharacterBudgetType.Evolved, true )ai_SetCategoryCharacterBudget( 20, CharacterBudgetType.SuperSoldier, true )
    you can change the super soldier character budget to 100, so you can keep fighting them a bit longer
  8. When I consume a phase 2 orion soldier spawned by this mod in any mission, Heller kneels down. Then, he gets stuck.
    Is this a bug?
    1. Lordranis
      Lordranis
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      consuming orion soldier will always cause you kneel down like in mission but im sure my script already has a fix for that unless something conflict with it! 
      If my script doesnt have this line, then patse it at the end of script
      if go_IsPlayingBranchByPath(PLAYER, "//supersoldier/scripted/story_b3/devastator_acquisition", true) and mms_IsStoryMissionActive() ~= true then
          go_ClearMotionTree(PLAYER)
      end
    2. I have the line. But the fix is working only outside missions.
    3. Lordranis
      Lordranis
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      hmmm you shouldnt encounter orion soldier in mission. Probably orion soldiers still use same tag as super soldier so it created the problem. Please check the line " go_AddTag(OS, "SOrion") " if its the tag SS instead of OS then rename it to OS. the line below should be OS too " go_AddTag(OS, "supesquad") ". I have no intend to add them into missions 
    4. I deleted "and mms_IsStoryMissionActive() ~= true" after "if go_IsPlayingBranchByPath(PLAYER, "//supersoldier/scripted/story_b3/devastator_acquisition", true)". This worked!
    5. DanDannyDan
      DanDannyDan
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      you deleted both script frases?
    6. only "and mms_IsStoryMissionActive() ~= true"
    7. DanDannyDan
      DanDannyDan
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      thanks i actually just changed "true" to "false and it fixed it for me. however i have a slow mo issue going on
  9. DanDannyDan
    DanDannyDan
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    I got the mod working but the game seems laggy like when theres a few evolved spersoldiers and other infcted ighting at the same time the game kinda goes into slow motion every couple seconds. 

    this intermitent slow motion seems to happen when the strike team spawns, and it persists until i restart the game
  10. RoninXCIX
    RoninXCIX
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    Great Mod
    Thanks alot for your work
    it's whole new level for the game