![]() ![]() Personally, I can't say that I had too much trouble with ammo. If one minimizes gun-use and invests in an anarchy agent one shouldn't have to worry about ammo all that much. If there is a guard/drone that you absolutely can't sneak past and/or knock out or if a guard/drone caught you without any kind of cover nearby. Using the gun should be a last resort type of thing. You can easily keep them knocked out for quite a while with non-lethal means. This makes pinning multiple guards with a single agent far easier and cheaper.Īs far as I am concerned, you are not supposed to shoot guards for the sake of convenience. It is already more than fair that you can re-stun a pinned guard. Ideally, you are not even supposed to stun guards all that often. You are, after all, not supposed to be able to shoot all that often. I think given that this is supposed to be a stealth game the cost involved is fair. The cleanup costs are mostly negligible considering killing guards means being able to do more in a floor, reach more safes, etc.Īnd if you have the ammo for it, killing guards is THE way to do the final mission, even with the +4 sensors - the alarm will most likely max out either way, killing guards makes it happen earlier but it also means the map is a lot less dangerous when it does than it would be otherwise. If you could kill a couple guards per mission free of charge, there'd be little reason not to the amount of extra time you gain by not needing to worry as much about positioning while exploring (since you can just shoot guards from the middle of a room, for example), and the freedom to just do whatever when you kill someone (that guy won't get up and chase you, won't be lurking when you make your way back through that room, etc) more than make up for the increased alarm. Log:write( "Cooled down weapon of selected unit.")Lethal weapons are already pretty great even with the high costs and alarm increases - the only thing keeping them from being the overwhelmingly better option is exactly that they're limited and expensive. Log:write( "Recharged weapon of selected unit.") If childUnit:getTraits().usesCharges thenĬhildUnit:getTraits().charges = childUnit:getTraits().chargesMax Log:write( "Reloaded weapon of selected unit.")Įlseif childUnit:getTraits().slot = "melee" then If childUnit:getTraits().slot = "gun" thenĬhildUnit:getTraits().ammo = childUnit:getTraits().maxAmmo If unit and unit:getPlayerOwner() = sim:getCurrentPlayer() and unit:getChildren() thenįor _,childUnit in pairs( unit:getChildren() ) do Reload, recharge or cool down all weapons of a selected unit Log:write( "1 augment slot added to selected unit.") Unit:getTraits().augmentMaxSize = unit:getTraits().augmentMaxSize + 1 If unit:getTraits().augmentMaxSize < (unit:getTraits().augmentMaxCapacity or simdefs.MAX_AUGMENT_CAPACITY) then Local unit = sim:getUnit( selectedUnitID ) If selectedUnitID and sim:getUnit( selectedUnitID ) then Local selectedUnitID = game.hud:getSelectedUnit() and game.hud:getSelectedUnit():getID() Note: UI does not refresh (must deselect and reselect unit) Add an augmentations slot to the currenly selected unit Game.simCore:getTags().rewindsLeft = rewindsLeft + 1 Local rewindsLeft = game.simCore:getTags().rewindsLeft Note: UI does not refresh (tooltip does) Copyright (c) 2018 Csimbi Entertainment Inc. Invisibleinc_ap_only_ (1.58 KiB) Downloaded 339 times invisibleinc_r18.CT (23.58 KiB) Downloaded 399 timesĬode: Select all. Activate the trainer options by checking boxes or setting values from 0 to 1. ![]() Click the PC icon in Cheat Engine in order to select the game process.Alarm count -> 0 (Don't think it would remove the added security if the alarm level went above 1 or more in case of reloading from mid game, but it should keep it at 0)Ġ) Make sure your game version is "157148"Ģ) Enable Invisible Cheats (If its not enabled yet)ģa) CR/PWR - Gives 9999.99 CR and set PWR to 99.99ĮnPwrMn圜heat (Num1 - Enable/Num 0 Global Disable)ģb) Alarm Bar - Always keep Alarm at Level 0 Bar 0ĮnAlrmCheat (Num2 - Enable/Num 0 Global Disable)ģc) Current Selected Agent AP - Always set AP to 99 when selecting AgentĮnAPCheat (Num3 - Enable/Num 0 Global Disable) ![]()
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