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Can we enable BlastDoors in version 7.0? #214

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@DolphinA-Project

As stated in the title, I hope to update BlastDoors in the major version 7.0. I speculate that its importance to defending the base is extremely high. The all-steel door is difficult to penetrate, which can also constitute a kind of protracted battle. In games like Brain vs Brain, the duration of combat is too short. I hope to increase the combat duration by adding BlastDoors. At the same time, I also noticed that there is a hidden weapon in the game, named Annihiliator. This weapon is very powerful and can be charged, but it can only be picked up in dummy Assault. Although it can be forcibly unlocked by modifying the buyable, that would somewhat disrupt the balance, wouldn't it? So I suggest unlocking this gun in version 7.0 and giving it to the dummy faction, with the price increased to 230oz. In addition, I also found that there is a brown-clothed boss in the game. Its group definition in the ini file is super heavy, but it cannot be used in the game (even after modifying the buyable). I speculate that the sound effects and actions may not be perfected yet. So I would like to request if this actor can be improved in version 7.0? Thank you very much. By the way, here is the link to the Chinese version of the game I made:https://github.com/fesdfe/Cortex-Command-Community-Project-v6.2.2-x64-Chinese-Edition/releases/tag/v6.2.2-%E5%AE%8C%E5%85%A8%E6%B1%89%E5%8C%96%E7%89%88

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    Can we enable BlastDoors in version 7.0? · Issue #214 · cortex-command-community/Cortex-Command-Community-Project · GitHub
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    Can we enable BlastDoors in version 7.0? #214

    Description

    @DolphinA-Project

    As stated in the title, I hope to update BlastDoors in the major version 7.0. I speculate that its importance to defending the base is extremely high. The all-steel door is difficult to penetrate, which can also constitute a kind of protracted battle. In games like Brain vs Brain, the duration of combat is too short. I hope to increase the combat duration by adding BlastDoors. At the same time, I also noticed that there is a hidden weapon in the game, named Annihiliator. This weapon is very powerful and can be charged, but it can only be picked up in dummy Assault. Although it can be forcibly unlocked by modifying the buyable, that would somewhat disrupt the balance, wouldn't it? So I suggest unlocking this gun in version 7.0 and giving it to the dummy faction, with the price increased to 230oz. In addition, I also found that there is a brown-clothed boss in the game. Its group definition in the ini file is super heavy, but it cannot be used in the game (even after modifying the buyable). I speculate that the sound effects and actions may not be perfected yet. So I would like to request if this actor can be improved in version 7.0? Thank you very much. By the way, here is the link to the Chinese version of the game I made:https://github.com/fesdfe/Cortex-Command-Community-Project-v6.2.2-x64-Chinese-Edition/releases/tag/v6.2.2-%E5%AE%8C%E5%85%A8%E6%B1%89%E5%8C%96%E7%89%88

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      Skip to content

      Can we enable BlastDoors in version 7.0? #214

      Description

      @DolphinA-Project

      As stated in the title, I hope to update BlastDoors in the major version 7.0. I speculate that its importance to defending the base is extremely high. The all-steel door is difficult to penetrate, which can also constitute a kind of protracted battle. In games like Brain vs Brain, the duration of combat is too short. I hope to increase the combat duration by adding BlastDoors. At the same time, I also noticed that there is a hidden weapon in the game, named Annihiliator. This weapon is very powerful and can be charged, but it can only be picked up in dummy Assault. Although it can be forcibly unlocked by modifying the buyable, that would somewhat disrupt the balance, wouldn't it? So I suggest unlocking this gun in version 7.0 and giving it to the dummy faction, with the price increased to 230oz. In addition, I also found that there is a brown-clothed boss in the game. Its group definition in the ini file is super heavy, but it cannot be used in the game (even after modifying the buyable). I speculate that the sound effects and actions may not be perfected yet. So I would like to request if this actor can be improved in version 7.0? Thank you very much. By the way, here is the link to the Chinese version of the game I made:https://github.com/fesdfe/Cortex-Command-Community-Project-v6.2.2-x64-Chinese-Edition/releases/tag/v6.2.2-%E5%AE%8C%E5%85%A8%E6%B1%89%E5%8C%96%E7%89%88

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        Can we enable BlastDoors in version 7.0? #214

        Description

        @DolphinA-Project

        As stated in the title, I hope to update BlastDoors in the major version 7.0. I speculate that its importance to defending the base is extremely high. The all-steel door is difficult to penetrate, which can also constitute a kind of protracted battle. In games like Brain vs Brain, the duration of combat is too short. I hope to increase the combat duration by adding BlastDoors. At the same time, I also noticed that there is a hidden weapon in the game, named Annihiliator. This weapon is very powerful and can be charged, but it can only be picked up in dummy Assault. Although it can be forcibly unlocked by modifying the buyable, that would somewhat disrupt the balance, wouldn't it? So I suggest unlocking this gun in version 7.0 and giving it to the dummy faction, with the price increased to 230oz. In addition, I also found that there is a brown-clothed boss in the game. Its group definition in the ini file is super heavy, but it cannot be used in the game (even after modifying the buyable). I speculate that the sound effects and actions may not be perfected yet. So I would like to request if this actor can be improved in version 7.0? Thank you very much. By the way, here is the link to the Chinese version of the game I made:https://github.com/fesdfe/Cortex-Command-Community-Project-v6.2.2-x64-Chinese-Edition/releases/tag/v6.2.2-%E5%AE%8C%E5%85%A8%E6%B1%89%E5%8C%96%E7%89%88

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          Skip to content

          Can we enable BlastDoors in version 7.0? #214

          Description

          @DolphinA-Project

          As stated in the title, I hope to update BlastDoors in the major version 7.0. I speculate that its importance to defending the base is extremely high. The all-steel door is difficult to penetrate, which can also constitute a kind of protracted battle. In games like Brain vs Brain, the duration of combat is too short. I hope to increase the combat duration by adding BlastDoors. At the same time, I also noticed that there is a hidden weapon in the game, named Annihiliator. This weapon is very powerful and can be charged, but it can only be picked up in dummy Assault. Although it can be forcibly unlocked by modifying the buyable, that would somewhat disrupt the balance, wouldn't it? So I suggest unlocking this gun in version 7.0 and giving it to the dummy faction, with the price increased to 230oz. In addition, I also found that there is a brown-clothed boss in the game. Its group definition in the ini file is super heavy, but it cannot be used in the game (even after modifying the buyable). I speculate that the sound effects and actions may not be perfected yet. So I would like to request if this actor can be improved in version 7.0? Thank you very much. By the way, here is the link to the Chinese version of the game I made:https://github.com/fesdfe/Cortex-Command-Community-Project-v6.2.2-x64-Chinese-Edition/releases/tag/v6.2.2-%E5%AE%8C%E5%85%A8%E6%B1%89%E5%8C%96%E7%89%88

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            Skip to content

            Can we enable BlastDoors in version 7.0? #214

            Description

            @DolphinA-Project

            As stated in the title, I hope to update BlastDoors in the major version 7.0. I speculate that its importance to defending the base is extremely high. The all-steel door is difficult to penetrate, which can also constitute a kind of protracted battle. In games like Brain vs Brain, the duration of combat is too short. I hope to increase the combat duration by adding BlastDoors. At the same time, I also noticed that there is a hidden weapon in the game, named Annihiliator. This weapon is very powerful and can be charged, but it can only be picked up in dummy Assault. Although it can be forcibly unlocked by modifying the buyable, that would somewhat disrupt the balance, wouldn't it? So I suggest unlocking this gun in version 7.0 and giving it to the dummy faction, with the price increased to 230oz. In addition, I also found that there is a brown-clothed boss in the game. Its group definition in the ini file is super heavy, but it cannot be used in the game (even after modifying the buyable). I speculate that the sound effects and actions may not be perfected yet. So I would like to request if this actor can be improved in version 7.0? Thank you very much. By the way, here is the link to the Chinese version of the game I made:https://github.com/fesdfe/Cortex-Command-Community-Project-v6.2.2-x64-Chinese-Edition/releases/tag/v6.2.2-%E5%AE%8C%E5%85%A8%E6%B1%89%E5%8C%96%E7%89%88

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              , 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); })(); Can we enable BlastDoors in version 7.0? · Issue #214 · cortex-command-community/Cortex-Command-Community-Project · GitHub
              Skip to content

              Can we enable BlastDoors in version 7.0? #214

              Description

              @DolphinA-Project

              As stated in the title, I hope to update BlastDoors in the major version 7.0. I speculate that its importance to defending the base is extremely high. The all-steel door is difficult to penetrate, which can also constitute a kind of protracted battle. In games like Brain vs Brain, the duration of combat is too short. I hope to increase the combat duration by adding BlastDoors. At the same time, I also noticed that there is a hidden weapon in the game, named Annihiliator. This weapon is very powerful and can be charged, but it can only be picked up in dummy Assault. Although it can be forcibly unlocked by modifying the buyable, that would somewhat disrupt the balance, wouldn't it? So I suggest unlocking this gun in version 7.0 and giving it to the dummy faction, with the price increased to 230oz. In addition, I also found that there is a brown-clothed boss in the game. Its group definition in the ini file is super heavy, but it cannot be used in the game (even after modifying the buyable). I speculate that the sound effects and actions may not be perfected yet. So I would like to request if this actor can be improved in version 7.0? Thank you very much. By the way, here is the link to the Chinese version of the game I made:https://github.com/fesdfe/Cortex-Command-Community-Project-v6.2.2-x64-Chinese-Edition/releases/tag/v6.2.2-%E5%AE%8C%E5%85%A8%E6%B1%89%E5%8C%96%E7%89%88

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