Thanks for playing my mod! It's my first blueprint mod, so it might be a little rough on a technical level, but I think I got the gameplay side ironed out. Refer to the bugs tab to see issues that I am aware of.
If you are a mod developer for RoN and would like to ask me questions or request a compatibility update, message me.
As I mentioned in the description, the speed you are moving at determines how quickly and how much your scope sways when aiming. If you want to return the values to the ones in the vanilla game: uninstall the mod or add the line to Engine.ini as described and change the values to the vanilla ones.
If you are having a different problem post a link to a video so I can see it.
If you have uninstalled the mod and the issue is persisting, it will be related to another mod. I don't know if vortex works all the time, so I would advise you manually delete the file for my mod.
Regardless, I cannot advise you further than posting a video or a link to one to show what the issue is.
Thank you for this. It's silly that the game doesn't let you sprint by default considering the fact it's such an important aspect of combat and also that the enemies can do it.
This is awesome! Is there any chance of also being able to modify AI teammate speeds as well? I've been dreaming of wanting to command my element to approach or clear rooms more quietly or slowly. I know they are capable of walking as whenever they follow you, they match your movement speed. I would simply love to force them to always move at walking, or dial down their movement speed in a config modifier like your mod!
I have not looked into modifying the SWAT AI, and truthfully it was a happy accident they were able to run as fast as the player for this mod. I’ll look into it over the next couple days, but unfortunately I don’t expect to be able to do very much if anything. As far as I know all the logic for the team AI is in a script I cannot access, but perhaps I can find a stray variable or two.
If I’m not successful, I would definitely like to look into it once someone else figures it out or we get the the SDK one day. There are many things that still need improved.
It did not in my testing, likely because my mod is loaded after the level starts (and I suspect the host machine tells the clients what values to use before that). My mod does not change the actual values stored in the assets that the game looks for to do this process (and some of those are buried in a script I cannot access). I might figure it out later, but I can’t garuntee anything. I still have to fight against the game doing it’s normal process in the background while my mod runs.
13 comments
If you are a mod developer for RoN and would like to ask me questions or request a compatibility update, message me.
If you are having a different problem post a link to a video so I can see it.
Regardless, I cannot advise you further than posting a video or a link to one to show what the issue is.
Thanks!
I have not looked into modifying the SWAT AI, and truthfully it was a happy accident they were able to run as fast as the player for this mod. I’ll look into it over the next couple days, but unfortunately I don’t expect to be able to do very much if anything. As far as I know all the logic for the team AI is in a script I cannot access, but perhaps I can find a stray variable or two.
If I’m not successful, I would definitely like to look into it once someone else figures it out or we get the the SDK one day. There are many things that still need improved.