Prey 2017

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SunBeam
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Re: Prey 2017

Post by SunBeam » Sun May 28, 2017 2:01 am

^ Thanks for the table. The only downside of that mission alone is the guys in Air Support (or whatever it was) get a nice visit from a Nightmare and one of them will die (if not all). No matter how you do it, if you go back to that map, someone's dead :) Not sure if that bug was fixed.

glaide
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Re: Prey 2017

Post by glaide » Mon May 29, 2017 5:50 pm

SunBeam wrote:
Sun May 28, 2017 2:01 am
^ Thanks for the table. The only downside of that mission alone is the guys in Air Support (or whatever it was) get a nice visit from a Nightmare and one of them will die (if not all). No matter how you do it, if you go back to that map, someone's dead :) Not sure if that bug was fixed.
Vibrating with excite for the new table for 1.03 so I can have a second play through n mess with the game. Thank you for your past and current work!

jonasbeckman
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Re: Prey 2017

Post by jonasbeckman » Fri Jun 02, 2017 7:55 am

Update 1.04 entered beta yesterday and was released on the public branch a few hours ago, seems to be some quest related fixes and a variety of bugs fixes as well.
https://steamcommunity.com/app/480490/d ... 616190731/

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Re: Prey 2017

Post by SunBeam » Fri Jun 02, 2017 8:06 am

Almost done with dynamic AOBs and porting to Lua ;)

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Re: Prey 2017

Post by jonasbeckman » Fri Jun 02, 2017 8:30 am

Nice to hear, real life has to take priority of course and at least the game isn't like some of those early access projects that release patches on a daily basis. :D

The game isn't that buggy either but the developers aren't using the Steam beta client opt-in for maintaining earlier builds so once the game is updated it's not always easy to downgrade again.

Though not many are using it for this in the first place but instead there's alternate methods for downloading earlier depot versions. - https://www.reddit.com/r/Steam/comments ... a_game_on/
(Haven't tested this myself yet though.)

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SunBeam
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Re: Prey 2017

Post by SunBeam » Fri Jun 02, 2017 11:12 pm

Updated mine as well to 1.04. See first post on page #1 :P

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Re: Prey 2017

Post by neuronek » Sun Jun 04, 2017 9:50 am

Hi, I tried running the lua under 1.04, I even removed all syntax checking from the table but it just won't start on the steam version.
Is there something that needs to be turned on specifically in CE 6.6 ?

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SunBeam
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Re: Prey 2017

Post by SunBeam » Sun Jun 04, 2017 11:20 am

The Lua script is supposed to automatically open the game process. If you did it yourself beforehand, the Lua Init() function will never run (it would happen in the onOpenProcess event, which never hits).

If you want to target the game process yourself, change this part in the Lua script:

Code: Select all

function onOpenProcess( pid )
  t = createTimer()
  t.Interval = 1000
  t.OnTimer = function( t )
  t.Enabled = true
    object_destroy( t )
    Init()
    end
end

strings_add( getAutoAttachList(), "Prey.exe" )
to

Code: Select all

Init()
Then execute it.

neuronek
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Re: Prey 2017

Post by neuronek » Sun Jun 04, 2017 3:30 pm

Thanks a bunch, it worked like a charm! :)

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SunBeam
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Re: Prey 2017

Post by SunBeam » Mon Jun 12, 2017 2:17 am

Added some more goodies to the table, as well as a quick youtube for presentation. Gotta add Infinite PSI as well, for completion.

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mgr.inz.Player
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Re: Prey 2017

Post by mgr.inz.Player » Fri Jun 16, 2017 11:32 am

@SunBeam, great table. Nice use of PrintText function.

Trick you can use in AA scripts when you want Lua part executed but whole AA not activated.

Code: Select all

[ENABLE]

{$lua}

if not syntaxcheck then
  KeyExecLua( getAddress( "normaltimedilation" ) )
  PrintMessageLua( "Game Speed back to normal." )
end

{$asm}
0:
nop

[DISABLE]
PS: current hotkeys aren't good when someone want to use item amount editor. Better change it to CTRL+numeric X, or SHIFT+numeric X

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SunBeam
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Re: Prey 2017

Post by SunBeam » Fri Jun 16, 2017 2:06 pm

Thanks for the info and trick ;)

Thought I disabled the hotkeys (those were for personal use). Ah, shit. I left them in :D Will post one more update, then I'm done with this game. Will feature this:



BR,
Sun

Sauce
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Re: Prey 2017

Post by Sauce » Mon Jun 19, 2017 8:02 pm

Did anyone have any luck getting the fabricator replacement script/table working on later versions of Prey? Specifically 1.03, but stories of 1.04 are nice as well I'm sure for others.

I realize it was probably written with 1.00 in mind, but you never know what addresses will stick around.

I trimmed down the possible addresses in the table because I didn't need half of the items (didn't want a jumbled mess in game with items from beta), was this my mistake? I mostly just wanted the weapons, but no matter what I do, it doesn't add items to the fabricator, and the existing items I have in the fabricator all make neuromods, instead of what I try to make, which I don't even have in my list.

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Re: Prey 2017

Post by Domar » Mon Jun 19, 2017 11:42 pm

Although I think it may be impossible, I would absolutely love a code that spawns Friendly Military Operators nearby, just suddenly make 50 robots shooting lasers at your enemies, y'know?

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Re: Prey 2017

Post by Kaymar333 » Fri Jul 14, 2017 4:19 am

SunBeam wrote:
Fri May 05, 2017 3:44 pm
° Neuromods °

All can be queried here:

Image

The highlighted CALL returns the base address for Neuromods here:

Image

Image

So I added address to the list, changed value to what I wanted and bam:

Image

Script later (or never) :P Depends on my mood :)

SCIENTIST: 29
ENGINEER: 76
SECURITY: 84
------------------
189 Neuromods (in total)

BR,
Sun
So I`m confused, what do i do?

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