Empty, although I don't keep track of the Mod Scene, I have heard from another thread that your mod still doesn't fix the hudtimer error, where timers are still global.
This can be fixed by merely moving the hudtimer variable into the entity type, I think it is referenced as entityelement...
Also, I might as well send over a few suggests. Mind you these are copied directly over from WABP. Just transing them a little. Sorry if any has aready been adressed, as I said, I don't keep up with the mod scene.
PLRSTARTINGSTRENGTH should NOT be used as PLRMAXSTRENGTH.
This is the infamous losing health problem, there is no PLRMAXSTRENGTH instead PLRSTARTINGSTRENGTH is used as plrmaxstrength (I really should pull out the code again). Simply saving the inital value of PLRSTARTINGSTRENGTH in a PLRMAXSTRENGTH variable and replacing a few instances of PLRSTARTINGSTRENGTH with the PLRMAXSTRENGTH fixes this, how ever it will create an issue that the PLRS health is different then the next load, there fore you need to transphere PLRSTARTINGSTRENGTH over into (PLRHEALTH is it?).
Replace the "mapbank\testmap" with "%TEMP%\TESTMAP"
Quite simple, %TEMP% is the windows "hot phrase" for "C:\Documents and Settings\%USERFILES% (I think)\Local Settings\Temp\" this will allow play from a CD without use of installation or Rastamans extractor.
PLRSPEED=100/FPS (generalized)
tcameraspeed#=(speed#*playerspeedratio#*(0.5+(cameradampen#/2.0)))*(35/screen fps()) (uncertain if it works)
The upper code is what is attempted, the lowercode is an attempted implementation, search for TCAMERASPEED to find where it should be implemented. The Idea is to not slow the player down simply because the game is going slow, although I haven't done the same for entitys yet this will allow a type of 'smoothish' game play where lag only reduces flow rather then gameplay.
and this is a semi demanded feature, although this is merely a proof of concept implematation (it should work). It can be added on to allow the gunid (i think) value to be equal to the previous gunid value (basically after you UNHIDE the weapons it reverts to the original weapon shown.
New HideGun ShowGun Commands
search "Rem Change Weapon"
replace the 'if k$="0"' with 'if k$="0" or hidegun=1'
add in the following cases and you know the rest
case AIACTHIDEGUN:
hidegun=1
endcase
case AIACTSHOWGUN:
hidegun=0
endcase
Okay... I'll shut up now *hides in a corner*
Wisemen are hard to find, they are tarnished by sayings and quotes that are not of their true nature.