The file HANDART.RES contains all of the graphics for the weapons as seen from the player's point of view. (Source: System Shock Developer Commentary) Weapons Naturally, you can switch back to normal gameplay by changing the same byte back to 01, or adding the line time_passes 1 to CYB.CFG. The downside is that they also don't do anything (except for Detox, which renders you perpetually sober until you disable the debug mode). Strangely, the posture control displays the "crouching" graphic whenever you move forward or backward. The posture controls don't do anything (no crouching/lying prone).Combine this with the jump key for the ability to do infinite backflips. The look up/down keys have no limit on how far you can look in either direction.The lean left/right buttons cause you to bank left/right instead, like in cyberspace.Holding the jump key causes you to rise into the air indefinitely, though you return to the ground as soon as you move.Some of the controls are changed to suit the free movement better:.If you decide to grab a live EMP grenade, the "rolling screen" effect never wears off.This makes it significantly easier to catch live grenades (not recommended). Thrown/dropped objects stay fixed in midair at the exact position they were thrown from.The player accelerates/decelerates instantaneously, and moves and turns faster than normal. ![]() Power stations never recharge (you don't need them anyway).Once your energy usage rate drops to 0, the message stays on-screen. Energy is never consumed, though you still get the "Energy usage now _" message when you enable hardware.Some buttons/switches (such as light switches and elevator panels) still work, but buttons that do things such as raise/lower floors and ceilings will cause an infinitely long sound effect to play while the surface in question stays in place. ![]()
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