i think that will also happen with fast jetpack (rubberworm feature). so i will fix those things also)
also i`ve added some remote switcher to be able activate additional oprions remotely, from other scripts.
lets say if u need additional fall_damage oprions (like from my extended rope script) u need create this code into scheme codes:
Code:
require p_fall_damage_utility;
override void CWorm::Message(CObject* sender,EMType Type,int MSize,CMessageData* MData)
{
super;
if (Type == M_TURNBEGIN)
{
anti_FD = true; // this automatically activates anti_fall_damage utility every turn, no need have it as weapon and activate all the time
}
if (Type == M_FRAME)
{
if (CurWeapon->CheckName("Ninja Rope"))
{
// remotely turn on additional no_loss_control
if (ObjState == WS_FLYING) remote_fd_switch = true;
else remote_fd_switch = false;
}
else remote_fd_switch = false;
}
}