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Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Yeah, you need to recreate it. I don't think you can change the file name to something new either, it should stay the same. I'm not sure if you've actually renamed it JuggerNOTS I'm just covering that base.

It should go into State of Decay\Game\libs\class3.1\rts if you're still working on actorconstants.win.bmd.

e: breakdownc.pak got me as well. You treat anything coming out of breakdown.pak as if it started in SOD directory.

2nd e: Have some increased ammo ya lousy bums. Note that this breaks balance to hell and back. I've been having fun getting into massive shoot outs. No attempts at balance have been made.

https://www.dropbox.com/s/32527d792c1ksck/IncreasedAmmo.zip

Changes:

Increased ammo stack sizes to 180, halved ammo weight.
50 cal stack size increased to 90, weight halved. Should be found in greatly increased stacks.
Grenades for grenade launchers (should) stack up to 30, I haven't tested it. I'm sceptical that they're scaling properly like the ammo does.
Massive increase in the amount of ammo you get can find. Be prepared to schlep 200+ rounds at a time.

Things not changed: Everything else.

Installation:
Unzip it to your SOD directory. The final product should be in SOD\game\libs\class3.1\items\

I included the .XML if you want to check it out and tweak it to your tastes. Ya'all are welcome to it.

3rd e: Note that you will spawn with the increased ammo if you start a new game. Note that if you unistall the mod (by just deleting it, no biggy), any ammo stacks > 30 will completely vanish from the game.

Eediot Jedi fucked around with this message at 18:23 on Dec 5, 2013

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Yar The Pirate
Feb 19, 2012
I have no idea what half of this stuff means but I'm excited to see it. It would be nice to mod a breakdown scenario into whatever you want instead of being railroaded into it. Heck, just being able to mod the ammo distribution and resource scarcity is already a big plus. I'm wanting to play Breakdown with constant resource counts but increasing zombie difficulty so this info will fit nicely.

Edit: Also, you are amazing for doing this.

Yar The Pirate fucked around with this message at 17:41 on Dec 5, 2013

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

It was super funny to see you post that just as I was adding the increased ammo to my post. Great timing. :)

Also, looking at the files, there doesn't seem to be any modifier affecting resource scarcity when the difficulty increases. I'm wondering if sometimes the game just decides to have an abundant valley or a deprived one at random.

Also also,

:siren::siren: Are you tired of not being able to make homemade molotov cocktails because you "don't have a med lab"? Sick of your otherwise perfectly fine doctors not being capable of slapping alcohol and a rag into a bottle? Tired of feeling unheard because you can't manufacture the preferred method of expressing dissatisfaction with the undead roaming dance parties? :siren: :siren:

Well have I got the mod for you!

https://www.dropbox.com/s/skaoadcw7p5lj95/FixedHomebrewMolotovs.zip

Just install this to your SOD directory and you too can be manufacturing Molotovs from your perfectly adequate Med Lab in no time!

Fixed a typo in facilities.xml, on lines 1676 and again on 2875 where it checks for a non-existent variant of the medlab called "BonusC" when the correct variant is "BasicC", which prevented manufacturing Molotovs despite having them researched, a munitions workshop and a med lab.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Le0 posted:

Archonex, I could access the undeadlabs forums yesterday and nowhere did I find a nice modding kit with everything like you did. Granted I didn't check for very long but all I've seen are mostly mods. I did however found a post claiming that they had a XML compiler working but only that part.

In all cases I'd post this on undeadlabs cause the devs are very open about modding and this would help a ton of people honestly and more modding can only be better, also internet fame :science:

Forget about steam forums honestly it's dogshit and people who really care would go to undeadlabs I bet. Your call anyway.

Unfortunately they're still down for me. So they'll need to come back up before I can post the packaged modding kit there.

Need to go for a bit, but when I get back I may have come up with a way to import models to the game. Cross your fingers, since I need to test my idea to see if it's right. If so you can start looking at making your own objects/custom characters to put in the game.

I also think I found a way to disable Lilly's voice. Not the pop-up box/subtitles though, yet. But that's probably a good thing, since you don't want to miss time sensitive missions that could get your survivors killed. If I can get time to go through the many triggers for it today i'll upload a mod that shuts her up.

If i'm right about how sounds work in this game I may also have a way to import sound effects. I need to check to see what format they're currently in, and whether or not the game can accept alternate formats such as MP3's, OGG's, etc, etc. If so I can write up another (:stonk:) guide showing you how to add custom sounds to the game in literally any way you want. That's the benefit (and downside, for the person making the guides) of having access to the code, I guess.

Something will probably come up in my idea for modding these things in that throws a kink in my plans, but if not i'll re-upload the packaged modding kit files with the new updates on dropbox.

Archonex fucked around with this message at 19:13 on Dec 5, 2013

LeJackal
Apr 5, 2011

Tommofork posted:

Yeah, you need to recreate it. I don't think you can change the file name to something new either, it should stay the same. I'm not sure if you've actually renamed it JuggerNOTS I'm just covering that base.

It should go into State of Decay\Game\libs\class3.1\rts if you're still working on actorconstants.win.bmd.


I don't have that directory in my Steam Install.

Oop, I'm a dumbass.

quote:

To override the PAK files in your actual installation, you'll want to take your modified win.BMD file and install it as if it was unpacked within your State of Decay install. Meaning you would if you installed to the default location via Steam, the path would be something like:

Edit:

I did find the spawn rates for special zombies. It is game\libs\class3.1\rts under sandbox.

In the same directory is the file controlling Home Site Facilities, named facilities of course.

code:
     <Facility FacilityFlags="Outdoor, NoStaff" FacilityId="Facility.Garden" StatusWantBool="Status.Want.FacilityGarden">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>garden_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Garden" Id="10" />
          <NameText Flags="" Notes="" Text="Garden" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Bld_Gdn">
              <DescriptionText Flags="" Notes="" Text="A garden would let us grow some of our own food instead of always having to scavenge." />
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Create a Garden" />
This is the beginning of the Garden code block. If we want to change some requirements for building it, we just look down a few lines:

code:
              <Inputs>
                <Check InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="25" InputFlags="" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="" InputId="Family.Influence" />
              </Inputs>
Pretty straightforward. To change what we get out of it, we can look to this line.

code:
<RTSStat_Add DurationCancellable="" OutputAmount="9" OutputDuration="" OutputId="Game.RTS.IncomeFood" PauseWhenOffline="" />
OuputAmount and OutputID are the vital variables here. We can probably use this template to find and manipulate the various material requirements, inputs and outputs for any facility.





LeJackal fucked around with this message at 20:01 on Dec 5, 2013

FrickenMoron
May 6, 2009

Good game!
Any way to mod out the random negative resource events? Nothing sucks more than to just randomly lose materials/ammo for no good reason.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Yes. Check out fatecards.xml from BreakdownC.pak. Once you extract the .pak it's in game\libs\class3.1\rts. It's easy to find the event you want by search for some of the text, i.e. searching for "wall repairs".

Alfie94
Nov 9, 2013
Does anyone have trouble finding edged weapons? I've got Edge Specialist on Marcus but I never seem to find any for him to use...

InequalityGodzilla
May 31, 2012

Alfie94 posted:

Does anyone have trouble finding edged weapons? I've got Edge Specialist on Marcus but I never seem to find any for him to use...

Edged weapons are generally a fair bit rarer than blunt or heavy weapons and most of the ones you find have kind of low durability. It's a bit of a balance tradeoff since edged weapons can get a much higher chance of one hit kills than blunt ones. Just keep searching, you'll find some eventually but blunt weapons will always outnumber them.

Also having caught up on this thread holy poo poo am I itching to finish work and get to modding this stuff.

LeJackal
Apr 5, 2011
Ha-ha! I got it done! I got my mods working and even wrote my own to do some stupid things with the home base facilities. I could not figure out how outposts generated resources, so I just changed the cost of Suppressors to be -10 Materials, and gave them a minute cooldown. This has entered to ridiculous phase. :3:

Alfie94
Nov 9, 2013

Feeble posted:

Edged weapons are generally a fair bit rarer than blunt or heavy weapons and most of the ones you find have kind of low durability. It's a bit of a balance tradeoff since edged weapons can get a much higher chance of one hit kills than blunt ones. Just keep searching, you'll find some eventually but blunt weapons will always outnumber them.

Also having caught up on this thread holy poo poo am I itching to finish work and get to modding this stuff.
I'm a bit silly, just figured out how to repair stuff. My edged weapon supply can last me for ever now.

InequalityGodzilla
May 31, 2012

Alfie94 posted:

I'm a bit silly, just figured out how to repair stuff. My edged weapon supply can last me for ever now.
Also a word of advise, you should really give any characters that have the powerhouse trait like Marcus a heavy weapons specialization. IIRC powerhouse reduces the stamina cost of using heavy weapons and lets them swing faster (I think? going off of memory). The point is they get more benefits. Although since powerhouse does increase the chance of a killing blow on hit maybe that'll stack with bladed weapons bonus to decapitation and turn him into a one hit kill machine...?

Also, got the fighter hero last night for killing 5 ferals and she's awesome. She starts out fully leveled in fighting and cardio so I can get marathon right away and she comes with fitness guru and powerhouse. She's basically an asskicking machine right from the get-go.

DoktorVerderben
Nov 23, 2009

I found it... beneath me.
You guys figuring out how to mod stuff is awesome, great work.

I've been taking my time going through breakdown, trying to get people with two needed skills for my RV team, then focusing on leveling them up. I've run into a weird thing with a guy I picked up recently. He has the asthma attacks trait, which means his cardio will level slowly, but in practice it isn't going up at all. I've taken him on multiple laps sprinting around the base and his progress on leveling up his cardio hasn't moved at all. So have any of you been able to improve the cardio of a character with this trait?

absolute_px
Jan 9, 2006
Blood on the kitchen floor.
My number one most wanted mod is the ability to put rucksacks in vehicles for the trip home. Not anything game-breaking, just like maybe one in a normal car's trunk or four in a truck bed. It's so frustrating running back and forth between bags, even if they're close.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

I wonder if someone who is actually good at LUA & scripting could make a ghetto script that has cars act like the resource drop off point at homebase.

e: Also while testing stuff I start new games like every other minute. I started with a chef character, naturally went to the Alamo restaurant, and found that two of the three survivors there were also chefs. We're going into business!

Eediot Jedi fucked around with this message at 03:50 on Dec 6, 2013

Godmachine
Sep 5, 2004

I am beyond God.
I am Human.
It seems like Breakdown 3 is where the real fun begins. Made my way south from up near the forest preserve and claimed the Kirkman residence. Right away, my axe swinging cowboy gets hurt and two of my folks catch some sort of flu. The carpenter/chef is ready to roll but he doesn't have much time outside the side, you know? Still, we need supplies to build a medical area. Once we get the supplies, turns out we're missing some critical component. The carpenter is feeling confident, so we send him back out. Turn out, the last piece we need is in a shed in the middle of nowhere. And it's night. He gets the item but it's too late: a swarm of about 20 zombies heard his car on the way up and overwhelmed him.

gently caress.

Stringbean
Aug 6, 2010
Breakdown is amazing, this is what I was really looking for when I initially got this game. I don't really need a story, just throw me in the mix of things and let me survive.

Sylink
Apr 17, 2004

Does breakdown fix the retard mouse acceleration on PC?

Blarghalt
May 19, 2010

Tommofork posted:

How to find a fatty:
Open game\libs\class3.1\rts\sandbox.xml.
Under scenario one change percent jugg to 100. Change the others to 0 if you like. Start a new game on breakdown level 1 and shouldn't take too long to find one, there should be at least one around your spawn. I couldn't get multiples to show up though.

Could I change juggernaut spawning to zero if I hate them and want to remove them from the game altogether? Or is that a different matter?

LeJackal
Apr 5, 2011

Blarghalt posted:

Could I change juggernaut spawning to zero if I hate them and want to remove them from the game altogether? Or is that a different matter?

I think sometimes they show up because a scripted mission will trigger them. If you fiddle with actorconstants in the class 3.1 folder though, you can set their attacks to trivial damage and their received damage to over 9000, making them a nonfactor.

Bondematt
Jan 26, 2007

Not too stupid

Sylink posted:

Does breakdown fix the retard mouse acceleration on PC?

Nope!

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Blarghalt posted:

Could I change juggernaut spawning to zero if I hate them and want to remove them from the game altogether? Or is that a different matter?

Yep. As LeJackal said they still might spawn on some missions though.

Playing around with ammo some more in items\items.xml and I can confirm that grenade launcher grenades are increased by scaling as well. Scale is the default number of units you'll find together, the default for most ammo types is 10. The "rare" flag seems to halve the amount of ammo spawned going by scale, so it would spawn rounds 5 at a time for a scale 10 rare 1 ammo. It may have other affects as well but I haven't noticed them.

I observed that when you start a new game on Breakdown 6 you don't start with any spare ammo for your gun, but that isn't with the other difficulty modifiers in the sandbox file. So maybe resources getting rarer each level could be an actual thing despite not being in the difficulty modifiers.

Also, Juggernaut hate gets me down. They are cool dudes and aside from Ferals are one of the few genuine oh poo poo threats in the game, and just like Ferals can be killed easily if you're aware of them. If you think they're tough grab a stack of painkillers and spend some time baiting them to learn their attacks.

Just like Ferals though, it's when they surprise you that is when the magic happens. :allears:

Le0
Mar 18, 2009

Rotten investigator!

Alfie94 posted:

I'm a bit silly, just figured out how to repair stuff. My edged weapon supply can last me for ever now.

How do you repair stuff? :buddy:

Also played my first Breakdown yesterday, spawned near the crashed plane and started running toward the town in the south to get to a community. When I got there I joined them and suddenly I was all alone in the house, not even Lilly was at the radio, while her text was still being played occasionally. They all were either away from home or on a mission that's when I got the event where several hordes are headed towards your home base. Alone I fought a few hordes bravely to defend my home but at some point my dude got eaten :smith: Was fun tho

LeJackal
Apr 5, 2011

Tommofork posted:

Yep. As LeJackal said they still might spawn on some missions though.

I like being occasionally right.

Tommofork posted:

Also, Juggernaut hate gets me down. They are cool dudes and aside from Ferals are one of the few genuine oh poo poo threats in the game, and just like Ferals can be killed easily if you're aware of them. If you think they're tough grab a stack of painkillers and spend some time baiting them to learn their attacks.

Juggernauts are just in the wrong drat game - they fit in better on Killing Floor or Left 4 Dead. They combine the most annoying traits; bullet-sponge, multiple disables, obscene damage, and ally summoning to make for a seriously OP critter. In a game with a Stamina resource, constantly spawning disabler mooks (zombies grab you), limited inventory spaces and limited firearms, Juggernauts are bullshit. The old "he takes a lot to kill, dodge his attacks and smack 'em!" canard doesn't work like in L4D or KF because you're not in a team, you don't have rapid mook killing capacity on the move, and your resources are limited by the small inventory and scavenging system.

If the answer to Juggernauts is to always carry a stacks of [X] and [X] with you, then you've screwed yourself on scavenging - assuming you can even find X.

Juggernauts just tip the scales way too far and way too fast. I don't have issues with the other special zombies, they introduce some nice variety without being stupidly overloaded with design features.

Le0 posted:

How do you repair stuff? :buddy:


Okay, so here is some information about weapons, durability, and so on.
All your melee weapons in SoD have three factors; Type, Weight, and Durability. Type can be Heavy(Big swings), Blunt(Knockdown chance), and Sharp(Insta-kill chance). Weight is self-explanatory. Durability governs how tough the weapon is, and how many Zed skulls you can crack open with it before it becomes damaged (turns yellow) and then finally breaks.

One of the best weapons is shown here:

The Wrench has 5 Durability, the maximum, and weighs only a single pound. A 5:1 Durability/Weight ratio is very nice.

So, how can you find weapons and keep them from breaking?

First, maintain your weapons. Build a Workshop at your Home Base. This will automatically repair weapons and refresh the amount of damage your weapons can take over the course of every night. It can be easy to remember if you swap weapons every time a fatigued Survivor returns to base - put the weapon they were using in the supply locker (with your loot) and equip them a new one before switching to another character. Never leave a character unarmed, in case their AI sends them on a mission! Maintaining weapons is very important, as the valley is a closed system and if you break every weapon no more will spawn.

Secondly, find yourself more weapons. Houses can be very random, but many good tools will spawn at locations in Spencer's Mill. Construction Sites and Warehouses are likely to contain Blunt Weapons like Crowbars, Nail Pullers, Pipe Wrenches and Prybars. You can also check Garages and Industrial Stores. There is a Construction Site right outside the church driveway, and a Warehouse behind the church across a field.

I hope this helps you!

Le0
Mar 18, 2009

Rotten investigator!
Thx, I was always using my weapons until they break but this won't do in Breakdown :downs:

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

LeJackal posted:

Juggernauts are just in the wrong drat game - they fit in better on Killing Floor or Left 4 Dead. They combine the most annoying traits; bullet-sponge, multiple disables, obscene damage, and ally summoning to make for a seriously OP critter. In a game with a Stamina resource, constantly spawning disabler mooks (zombies grab you), limited inventory spaces and limited firearms, Juggernauts are bullshit. The old "he takes a lot to kill, dodge his attacks and smack 'em!" canard doesn't work like in L4D or KF because you're not in a team, you don't have rapid mook killing capacity on the move, and your resources are limited by the small inventory and scavenging system.

If the answer to Juggernauts is to always carry a stacks of [X] and [X] with you, then you've screwed yourself on scavenging - assuming you can even find X.

Juggernauts just tip the scales way too far and way too fast. I don't have issues with the other special zombies, they introduce some nice variety without being stupidly overloaded with design features.

I get what you're saying and I felt that way too at first, but after adjusting my tactics they're only troublesome when they're with lots of friends. Find ways to quickly kill or distract the faster zombies that turn up. Then if you need stamina you can just jog away and take your time killing the rest, or hide around a corner from the juggernaut while the zombies chase you. If you have a fast zombie chasing you or you really need to burn down a lot of them right now, eat a snack and go ballistic on special moves.

I don't carry anything to specifically kill Juggernauts any more as it's just not worth it when you can thin out the pack and melee them to death. It doesn't even take long. Just get them to charge into walls and hit them when they're stunned. It'll take 2-3 cycles.

My typical gone lootin' load out is a melee weapon, silenced pistol (no reload), snacks, firecrackers. This is on breakdown 6. If I run into a bad situation I throw a firecracker, pop a snack and run. Snacks come in major numbers from breaking open food resources, the most painfully common resources you'll always have a surplus of, and firecrackers are common or can be manufactured.

quote:

Okay, so here is some information about weapons, durability, and so on.

This is good. Also, periodically check your home stockpile as you deliver resources, as new high durability weapons can magically appear. Eventually you'll also want to clear out the forest of durability 1 table legs so you can fit in more good weapons. And a lot of the time to prevent stockpile bloat it's better to give the crap weapons to other enclaves so they can clog up their inventory space, rather than storing them now and giving them away later.

Kasonic
Mar 6, 2007

Tenth Street Reds, representing
Will firecrackers or other noise items attract zombies that are chasing you? I've always totally ignored those items as being useless, but I'm only on breakdown 2.

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

Firecrackers do, I don't know about the others. Even the alarm clock ones can be used to make a horde stand next to a propane tank or to draw zombies away from buildings you want to search.

On higher difficulties I can imagine throwing firecrackers out just to see what turns up before deciding to go and loot.

girth brooks part 2
Sep 6, 2011

Bush did 911
Fun Shoe

Kasonic posted:

Will firecrackers or other noise items attract zombies that are chasing you? I've always totally ignored those items as being useless, but I'm only on breakdown 2.

Yes, you can activate them really quickly and they have a brief delay once they're out to let you gain some distance, so they're fairly useful for it actually. I never really bothered with them until Breakdown, but they've saved my rear end a few times when everything was going to hell and all I had on me was an egg timer.

Le0
Mar 18, 2009

Rotten investigator!
Undead labs is claiming that the forums are back but they are not actually :confused:

FrickenMoron
May 6, 2009

Good game!
How do you actually blow yourself up when attacked by a horde? I'm trying to unlock that hero but I have no clue how to do it.

Athanatos
Jun 7, 2006

Est. 1967

FrickenMoron posted:

How do you actually blow yourself up when attacked by a horde? I'm trying to unlock that hero but I have no clue how to do it.

Carry a grenade/explosive and get downed.

FrickenMoron
May 6, 2009

Good game!
Done that, just got torn apart every time.

Bumper Stickup
Jan 7, 2012

Mmm... Offshore Toast!


Grimey Drawer

FrickenMoron posted:

Done that, just got torn apart every time.

Make sure it's the active item instead of something like snacks. Then just mash the use button while zombies are gnawing on you.

Atmus
Mar 8, 2002
You shouldn't even have to mash the use button either, the character should spout some heroic bullshit and everything else should be automatic. You just need a grenade or something equipped.

Pornographic Memory
Dec 17, 2008
I'm on Breakdown 2 and for some reason it won't let me move to the Ranger station despite it being shown as a potential home site. What gives?

lunatikfringe
Jan 22, 2003
A really cool feature (mod) I'd like to see is the ability for scavengers to get in a car. No reason for them to run all the way there and back if I am nearby with a car and can at least drive them part/all of the way. Perhaps it can be scripted in that if you are in a car near a running scavenger and you honk the horn twice, they try to get in the car with you?

It really pains me when I drive out to help a scavenger, only to see them run off in the direction of another horde/freak/mob of shamblers.

El Seven
Jan 15, 2012
Is it possible to recruit Heroes other than by completing challenges?

Atmus
Mar 8, 2002
How do Heroes work in new games/new levels after you've left them behind? I assume they don't all just show up wanting to join a few minutes after the new map?

I'm sure I'll see this for myself when I actually move up a level/start a new game, but that's going to be awhile since I'm cheesing out the guys I want to keep.

Also, do new enclaves keep popping up indefinitely? I'm up to 41 guys with two enclaves of useless jerks trying to join up and one that I've been mostly ignoring since they sell ammo.

I guess since we are all talking about stuff we want modded in, is there a thing that lets you set the survivor/bed ratio? I would think 2.5 to 2.75 survivors per bed would be the most 'accurate' given the whole sleeping in shifts thing going on, but maybe that's how it is anyway and I'm reading the description wrong.

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LeJackal
Apr 5, 2011

Atmus posted:


I guess since we are all talking about stuff we want modded in, is there a thing that lets you set the survivor/bed ratio? I would think 2.5 to 2.75 survivors per bed would be the most 'accurate' given the whole sleeping in shifts thing going on, but maybe that's how it is anyway and I'm reading the description wrong.

Tell you what, I wanted to tackle this too. I'll hunt around for the code later today.

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