bigdaddy2003
Wanderer
trying to change the rate of decay for murder counts, I found a spot in playermobile.cs and changed the timers, shoulda werked but it doesn't...do I need to do a core mod as well? or does it only affect newly created chars?
used ta be
public void CheckKillDecay()
{
if (m_ShortTermElapse < GameTime)
{
m_ShortTermElapse += TimeSpan.FromHours(8);
if (ShortTermMurders > 0)
{
--ShortTermMurders;
}
}
if (m_LongTermElapse < GameTime)
{
m_LongTermElapse += TimeSpan.FromHours(40);
if (Kills > 0)
{
--Kills;
}
}
}
public void ResetKillTime()
{
m_ShortTermElapse = GameTime + TimeSpan.FromHours(8);
m_LongTermElapse = GameTime + TimeSpan.FromHours(40);
changed it to
public void CheckKillDecay()
{
if (m_ShortTermElapse < GameTime)
{
m_ShortTermElapse += TimeSpan.FromHours(0.1);
if (ShortTermMurders > 0)
{
--ShortTermMurders;
}
}
if (m_LongTermElapse < GameTime)
{
m_LongTermElapse += TimeSpan.FromHours(0.2);
if (Kills > 0)
{
--Kills;
}
}
}
public void ResetKillTime()
{
m_ShortTermElapse = GameTime + TimeSpan.FromHours(0.1);
m_LongTermElapse = GameTime + TimeSpan.FromHours(0.2);
appreciate any help
used ta be
public void CheckKillDecay()
{
if (m_ShortTermElapse < GameTime)
{
m_ShortTermElapse += TimeSpan.FromHours(8);
if (ShortTermMurders > 0)
{
--ShortTermMurders;
}
}
if (m_LongTermElapse < GameTime)
{
m_LongTermElapse += TimeSpan.FromHours(40);
if (Kills > 0)
{
--Kills;
}
}
}
public void ResetKillTime()
{
m_ShortTermElapse = GameTime + TimeSpan.FromHours(8);
m_LongTermElapse = GameTime + TimeSpan.FromHours(40);
changed it to
public void CheckKillDecay()
{
if (m_ShortTermElapse < GameTime)
{
m_ShortTermElapse += TimeSpan.FromHours(0.1);
if (ShortTermMurders > 0)
{
--ShortTermMurders;
}
}
if (m_LongTermElapse < GameTime)
{
m_LongTermElapse += TimeSpan.FromHours(0.2);
if (Kills > 0)
{
--Kills;
}
}
}
public void ResetKillTime()
{
m_ShortTermElapse = GameTime + TimeSpan.FromHours(0.1);
m_LongTermElapse = GameTime + TimeSpan.FromHours(0.2);
appreciate any help