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@Dathius Hmmm...then I don't know what's causing it...except maybe another mod or application is using those keys. In that case my mod won't receive any input from those keys.
@JoseMadrid Instead of using the Ruiner 2000 (ruiner2), use the wrecked (or shall I say ruined? :D ) Ruiner 2000 (ruiner3). It's fully compatible as far as I know (I'm using it myself), doesn't spawn anywhere and is therefore a great (if not perfect) choice :)
@Danthius My bad...forget what I said about the message. The message "K.A.R.R. has been activated" means that the mod is active. Have you checked whether NumLock is active on your keyboard. If it's not, no number pad keys will work.
@RStein The cooldowns are a design-decision I made to keep everything a bit more balanced. You can set those to 0 in the config file, if you don't like them. As far as the Turbo Boost speed requirement goes: I've put it there to prevent people from accidentally jumping and again to keep things a bit more balanced.
Danke dafür :) Super Arbeit!
Sorry for not replying here for a while. Been busy times for me.
@bthomas70809 At the moment I spawn the car unmodified as far as colors go - except for Knight Racer's model (which I color black). I might add primary and secondary color settings for the mod at a later time.
@Danthius I'm not sure why it's not working for you. The message should only appear, when KITT/KARR was sucessfully spawned. At that point a blip should appear on the map, so you should be able to see where it spawned and that it's driving to your location.
I'm in the process of rewriting and reorganizing most of the code, so an update will be released - just can't tell when at this point though.
@Danthius Have you "spawned" a car using my script (numpad2)? If not, it's not going to work, since I wanted to ensure not every car of the desired model on the map has the KR abilities. Press numpad2 while on foot and wait a bit. A marker should appear on the mini map moving towards you (which may take a minute or two depending on where you are etc.). That's KITT/KARR ;)
@Danthius Have you edited the KnightRiderAbilities.ini file and set the model to ruiner there? By default it's set to ruiner3.
@Quakex64 No. I'm trying to stay as true to the original Knight Rider series, as possible. On top of that, I'm trying to keep features somewhat limited. Too many features would a) make the mod way to overpowered and b) I'd have to alter the model and include it with the mod. I'm sorry, man, but if you really need missiles and parachutes, you should use the ruiner 2000 (spawn it via a mod menu).
@McKeviin Well...that weird loud song was actually the official theme music for the German audio drama version of the Knight Rider series :D I focused on stuff like turbo boost and micro jam in the video, because I didn't want to spoil everything. That's why I cut the ingame sound from the video ;)