Im fairly sure that It wouldnt be an overly huge issue of the scientists being able to equip weapons without the correct frames, just wont be able to see their weapons probably ^^'..
It would be Quite a treat if you could find out how to make them "Humanoid" rather than "Creature like" so that their body parts move as seperate peices.
Once that is done It would then be possible to simply swap around some graphic's and make the scientists visable again.
Edit: 63 has been confirmed as allowing only prequipped items to be used, this also caused undesired system instability when put onto my agents xD!
62 does not appear to affect armour or items at all, so Im at a loss.
with 62 disabled I am still able to pick up items, reload, and do everything normally.
But for Some reason I managed to lose an agent to a simple Grenade.
Perhaps 62 causes ignoring of armor resistances or perhaps ignoring armour all together?
Edit2: Any guess at what 64 might be?
Set on 0 is normal for agents, set on 2 appears to change nothing, as well as setting it to 1.
Edit3: I was taking a quick look at the item sets so I opened apoc'd twice so I could look at the weapons lists, and found that the only unknown left, is the Health of the item.
I figured that out when I noticed both Missles and the lawpistol have the same number, 9.
they have nothing in common, what could it have been?
They are Both Fragile.
in an Unrelated note, dont run apoc'd twice at the same time as it slows the crap out of your computer. :X
Edit4: I know ALOT of edits, but Im working here ]:<
The set you named "Image" I really dont think is image.
it may be inventory set, as I set the Cultists to 0 after setting mine to 16 instead of mine.
with agents as 16 it just turn's their armour off, but with cultists to 0 it shows as one of the agents which I had (coincidentally) mixed armours on.
It seems to detect the first agent it see's and takes over its graphics, then the game locks up.
That is Definatly not a variable to be playing with. X:
There is also no Image 18, and this confuses me a little.
Edit 5: Back to value 63, I put it on the spitters in a new game and threw 20 of them into the senate for testing.
Simply put, they spat brain sucker pods at me. D:
This means that we can give Scientists weapons now, but as I thought correctly, they will not be shown with a gun or firing animation.
Now just to find which weapons are set to be built into what.
I have a hankering to put a popper bomb on brain suckers
Edit 6: Was messing around with the spitters built in weapons, it seems they cant use popper bombs or variable 5, which seems to be shared between the hyperworm and the brainsucker..
the spitters just run around helpless.
I think that the current weapon sets might actually be the ai, but thats still Very uncertain as they didnt rush at my agents. D:
Edited by NRN_R_Sumo1, 03 December 2007 - 12:45 PM.