Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Jeryko on March 29, 2005, 11:00:24 am
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I've recently re-installed FS2 and SCP to go through the main campaign looking at all the neat things that have been changed/updated.
I don't want to have to worry about running out of missles, so I used the trick of going to a tech room mission and activating the weapon cheat there, then returning to the main campaign and having it stick.
First mission is fine, weapon stay and no loss, but after that mission, it seems to reset.
Is this a bug or a feature? If it is a feature, any way to turn it off, I don't want to have to goto the tech room after each mission.
Thanks
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It was a bug originally, and it got fixed. You'll just have to use the weapon cheat on each mission in the campaign. Or become a better pilot. ;)
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How hard would it be to code a "dev mode" in so that a mission doesn't fail when cheats are used?
My piloting skills are not in question here, by the way, and I found that comment to be rather rude.
I just would like a way to progress through the main campaign, not having to worry about my guns. That's all.
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they don't fail, even if you use cheats. you only failed in fs1 for using cheats, Unless, ofcourse, this was added to FSO without me noticing....
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hey. the cheat is good for testing. I don't like to be destroy whle looking for a bug ;P
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Originally posted by Jeryko
How hard would it be to code a "dev mode" in so that a mission doesn't fail when cheats are used?
It's already in there. Just use the console to disable AI shooting/targeting the player (I forget which it is, exactly)
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the infinite ammo cheat actually carried over to multiplayer as well, at least it did in FS1... when i uh, noticed it on, uh accident....:nervous: