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RStarphoenix

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Everything posted by RStarphoenix

  1. So I'm trying to use the effect of twitch integration "burn near" and "shock near" but flip them so when something spawns, the effect will only attack the player. So far I've done seven iterations and none of them work. The code seems to be correct, but no matter what tags I use it refused to target the player(s) and I really need it to happen. Anyone ever tried it might be able to see what I could change in my loop code for it? Don't mind the time value on it, i was trying to get it to proc faster on testing just to see if it worked. I really need help as I've beaten this over my head for way too long. If i remove the attempt to hit the players, it'll still attack all the animals and zombies in the area. <loop class="For"> <requirement class="NearbyEntities"> <property name="phase" value="4" /> <property name="target_type" value="entity" /> <property name="entity_tags" value="player" /> <property name="max_distance" value="50" /> </requirement> <action class="AddEntitiesToGroup"> <property name="phase" value="4" /> <property name="allow_player" value="true" /> <property name="group_name" value="targets" /> </action> <property name="min_loop_count" value="15" /> <property name="max_loop_count" value="50" /> <property name="phase" value="5" /> <action class="Delay"> <property name="phase" value="6" /> <property name="time" value="15" /> </action> <action class="AddBuff"> <property name="phase" value="7" /> <property name="target_group" value="targets" /> <property name="buff_name" value="buffShocked" /> </action> </loop>
  2. So I'm trying to make a spawn that will have a shock_near check where it will zap the players every so often in a set interval. I can get the thing to shock itself but when I try to set it to target the player it won't do it correctly. Need Guidance on this one. Code snippet below <loop class="For"> <property name="min_loop_count" value="15" /> <property name="max_loop_count" value="50" /> <property name="phase" value="4" /> <action class="Delay"> <property name="time" value="15" /> </action> <requirement class="NearbyEntities"> <property name="allow_player" /> <property name="entity_tags" value="Player,human" /> <property name="max_distance" value="100" /> </requirement> <action class="AddEntitiesToGroup"> <property name="phase" value="4" /> <property name="allow_player" /> <property name="entity_tags" value="Player,human" /> <property name="group_name" value="targets" /> </action> <action class="AddBuff"> <property name="phase" value="4" /> <property name="target_group" value="targets" /> <property name="max_distance" value="30" /> <property name="buff_name" value="buffShocked" /> </action> </loop>
  3. I haven't seen this around (maybe I haven't looked hard enough) but is there a way to take the Fire effect of a molotov after it lands on the ground and make it so a zombie can randomly spawn x-amount of those around itself? I'd like to make an entity that's fire-based and have it just generate flaming spots near it to make it harder to fight it while providing an appropriate effect. i'm hoping i can just put the correct effect into the existing framework of spawn emberpiles from twitch integration
  4. I was thinking about that or the code for the Junk Sledge.
  5. (mimics Conan O'Brien's skit "in the year 2000" but it is in Alpha 22 instead) In Alpha 22, glass jars make a comeback. But much to everyone's chagrin instead of providing a vessel to boil clean water, everything put in them gives you a 99% infection. Pimp Time is finally defined by scientists as being equal to the time it takes for one McDonald's ice cream machine to be fixed. Toilets are made their own separate vehicle and only work when the No Stealth is used on Twitch Integration, but you move at 30 m/s during that time along with a sludge trail that zombies will ragdoll on. Arrows are given bells on top so you can hear when they eventually stop in a random place in midair you didn't even shoot at because arrow physics. The cheerleader and football player zombies will be brought back to the game, where they will sit in the upper bleachers of the football field and cheer on survivors in magnum duels. Trader Joel finally follows his true life goals, gets jacked and dresses like The Undertaker in his American Badass motif, and sports a fluffy pink bunny tattoo on his left buttcheek (which is clearly visible thanks to the mirror behind him and you can't unsee it). ....i ran out of ideas. i have visions of a giant electric bunny ragdolling me to death
  6. or just do what i did and mod their code so they're faster than a motorcycle, hit 2 times per second, have a radioactive bite and 4000 HP each. and they're 2.8x times normal size.
  7. So what I'm trying to do is link a repulsor/ragdoll effect to the meleeBearHand so it does the zap & yeet like the stun baton does w/ the repulsor mod attached. I can get it to work, but it does it every time and just makes it so you never get up again. Anyone know a way to make it more like the repulsor mod effect so it doesn't happen on every hit?
  8. I haven't noticed much of a difference with the cooking books. I still progress the same as before the last patch.
  9. I get the feeling the crying about jars/cans isn't because of mechanics, it's because people lost easy-mode survival with infinite water. The more I hear justifications about why they should exist, the less reason they should exist. And we never needed them based on how the game plays now. Water is still way too easy to collect & produce. Logic would also mean we'd have empty jerry cans for gas, empty plastic bottles for oil, dirty dishes & bowls along with forks, knives & spoons, empty paper boxes for candy, coffee cans for the loose coffee grounds we find, containers for glue, syringes for meds, etc...... It's weird and illogical we don't have those in a real world environment, but in a fictional environment that logic don't apply.
  10. 3 drink canteen tops. 10 would just be mod yourself jars back in at that point. game has entirely too much water as it is, even with the dew collector and thirst is still not much of a problem early game.
  11. Only time the Quest Tier repeats itself if it is a new instance of the same trader (i've never see it work otherwise since I been playing). If your map has 3 trader Joel and 1 of each of the others, the others will always be at Tier 1, but if you get directed to a new Joel, it'll remember you have Tier 3 (for instance) with the previous Joel and carry over.
  12. i been fighting with this for about a week now. i can get regular spawns to work but I'm trying to get non-violent entities (deer for now) to spawn inside a safe zone. I know it can happen because votes can spawn in safe zones but trying to get a regular command to do it isn't working. The only thing I can find is gameevents.xml has a "spawn_safe" but it doesn't respond. I've looked at the code for some of the boss votes and tried various ways to pop it in. Outside of a safe zone it works fine. Anyone got a suggestion on how to get it to work? I put the XML i'm trying to use below. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ <action_sequence name="deerhunt"> <property name="action_type" value="TwitchAction" /> <action class="GetNearbyPoint"> <property name="phase" value="0" /> <requirement class="InSafeZone"> <property name="safe_spawn" value="true" /> </requirement> </action> <action class="SpawnEntity"> <property name="phase" value="1" /> <property name="entity_names" value="animalStag" /> <property name="spawn_count" value="1" /> <property name="air_spawn" value="false" /> <property name="spawn_type" value="Position" /> </action> <action class="SpawnEntity"> <property name="phase" value="2" /> <property name="entity_names" value="animalStag" /> <property name="spawn_count" value="1" /> <requirement class="Gamestage"> <property name="operation" value="GTE" /> <property name="game_stage" value="40" param1="gamestage1" /> </requirement> </action> <action class="SpawnEntity"> <property name="phase" value="3" /> <property name="entity_names" value="animalStag" /> <property name="spawn_count" value="1" /> <requirement class="Gamestage"> <property name="operation" value="GTE" /> <property name="game_stage" value="100" param1="gamestage2" /> </requirement> </action> <action class="PlaySound"> <property name="sound" value="stagpain" param1="alertsound" /> <property name="phase" value="4" /> </action> </action_sequence> </append> </configs>
  13. there's an explanation (possibly outdated) on the wiki https://7daystodie.fandom.com/wiki/Gamestage
  14. yeah it was a little busted having robo turrets being able to 1 shot demolishers instead of setting them off
  15. To my personal head canon, Moe's Cathedral belongs to Zombie Moe who is a fallen holy man.
  16. A few shared perks is all your group needs (1 into lock picking for Forge Ahead, 1 into Engineering to get the other Intellect books for your main crafter). Outside of that most everything else is the same (My group has been playing since A18 and we barely changed our playstyles, we just changed up a couple of things to adapt accordingly, even with two of them being negative about the loss of the jars, now they love not having them around and find the skill changes rather fun)... and the playthrough for vanilla is pretty much the same since once you get to high gamestage it is all about making enough iron & steel to maintain everything, farming parts, cranking out ammo and crafting endless duct tape while holding off the chunky hordes until you feel like you done it enough to start over with a fresh file. -- And trust, while my group does the mining, farming, etc separately we do most of our quests together once we get Tier 3 (when infested quests become worth doing in pairs or grouped). And if you really miss the old crutch of jars that badly, the modding community made solutions -- thankfully that's why modding communities exist, to provide alternatives when main development doesn't offer something the player base might want. The things I can agree with people on are the changes to crucible & solar panel rarity, and the fact water filters in the wild are crazy hard to find if there's any real gripes to the A21 system to be had. End input on my part for this thread.
  17. I run a 4-man server and we have zero water problems even on 67% loot abundance and loot respawns disabled (and we're on day 165 right now). We got enough money to slap together 8 dew collectors by day 7 while I crafted our base. The lot of us combined find more murky water than we can boil (in fact we have 187 jars sitting in our base cooking box right now), along with looting beverages with a little double-looting from quests. We loot more brass than we can sell (traders only take 3 stacks each) to buy extra drinks from all the vending machines (which we use for high-hydration stuff like mega crush or yucca smoothie) & traders in our map (which is disgustingly cheap thanks to better barter & all the perks). Heck, once someone in the party learns how to make the actual yucca smoothie all you need is a day of snowball & yucca farming and just grow a decent garden of blueberries and you don't even need water to consume anymore. The reliance on "ez mode jars at the lake" is a bad habit people should break; there's more than enough beverages in the world to sustain even a decent sized group which will allow you to save regular water for crafting. The only hard part, which TFP was going for, was early game to make the survival aspect a little more impactful, but that is easily overcome unless you're making the game as hard as possible otherwise (ie: no traders and loot abundance at 25% or something like that).
  18. One of the bigger issues with the old throwing mechanic was the fact you could yeet the spear out of render distance and completely lose it forever. Plus it wasn't exactly the best ranged weapon since you couldn't bundle them together in small stack. The spear is now the longest-reaching melee weapon we have (reaching just over 3 blocks on a power attack) and has some pretty juicy perks. Not to mention it is the best weapon to poke through a hole in a door next to an arrow. Jars and cans are better off gone. The only real hurt that might apply are the anti-trader players (since water filters are a super rare find in the wild) and you heavily rely on finding a cooking pot early on to boil the murky water spawns. Unless you find vitamins or a water filter mod for the helmet.
  19. So I ran into a conundrum with the Twitch Integration. I added a command for spawning deer and rabbits but nothing I do with the XML seems to allow them to spawn in safe zone even when I put the property name="is_positive" value="true" into the command not sure if it is because i set it to property name="category" value="Spawns" or not i've tried a few other methods but it still doesn't work. i want it to bypass the safe zone because it is a non-violent entity. any suggestions?
  20. This is a multi-part thing. ** FIREARMS CONVERSION KITS ** Add in firearms conversion kits in game. We would need to use the appropriate gun parts, springs, metals, mechanical parts to create the things in the first place (these should not show up in most loot and be mainly a crafting-only solution in the game). Maybe airdrops can have 1-2 random kits. During the crafting process, we can add the conversion kit to permanently change the ammo type of the weapon and it cannot be changed again. While not all firearms could be converted in this method, it would allow for ways to use our ammo in more ways. Make a conversion kit for each ammo type with the following suggestions on usage: Pipe Pistol: .44 conversion kit (i mean it is a revolver like the magnum) Pipe Machine Gun: 9mm conversion kit (is basically an SMG anyways the way it behaves in game) Pipe Rifle: .44 conversion kit (single shot .44 rifle is a thing) SMG: 7.62 conversion kit (reference - this would be very loosely like turning an MPX 9mm SMG into an MCX .300 Blackout AR) Lever Action Rifle: .44 conversion kit (these are an actual thing) SMG Auto Turret: 7.62 conversion kit (half the ammo load w/ 7.62 so it wouldn't be unbalanced) ** INCENDIARY AMMO ** You can create makeshift incendiary ammo. Doesn't hit quite as hard as normal ammo but can ignite a target. Requires Gunsmithing Skill (see below). Cannot be made in boxes. 9mm, .44 and 7.62 require bullet casing, gas, mechanical parts, iron (the base version) and oil Incendiary Shotgun requires polymer instead of bullet casing slow crafting time but each craft uses enough parts to yield 5 ammo per craft as a trade off for not being able to make boxes of it (mainly because of the oil and gas) ** GUNSMITHING SKILL ** Allows us to build the kits in various forms and incendiary ammo. Zero Points in skill - can't actually make the kit but if you have one you can put it on a weapon. weapon durability is -50% of normal installing conversion kits. 1 Point in skill - can make the kits and you aren't a total noob at it. weapon durability is -33% of normal installing conversion kits. 2 Points in skill - you know what you're doing and can now make incendiary ammo. weapon durability is -25% of normal installing conversion kits. 3 points in kill - you are a gunsmith. you can convert the SMG auto turret now. weapon durability is -10% of normal installing conversion kits. craft incendiary ammo 20% faster.
  21. the animation is also different...the normal attack is a quick jab and the power attack is a forceful long attack it actually makes sense for it to have different reach values
  22. as someone mentioned in another thread -- nobody questions gas cans disappearing after filling a vehicle nobody questions the workbench working without someone there nobody questions not having empty syringes with the steroids nobody questions not having empty boxes or wrappers after eating candy nobody questions where the bowls & plates go after eating crafted food jars and cans are just another invisible container now like so many other things before it and water is disgustingly easy to loot anyways
  23. the dew collector fills 1 jar per 8 hours of game time... so it'll max out after 1 full game day. which means you'd have to skip 2 days of collecting water to time it with farm plots
  24. You can do motion sensors as someone else has mentioned or you can run a trip wire across the ladder w/ the trigger sent to "instant" with a time of "activated" or 1-2 seconds. Motion sensors have the disadvantage of trigger to EVERYTHING they see, so the dart trap will fire even if nothing is on the ladder itself (unless you rig it in such a way it is looking at the ladder from a vantage point behind the zombies). A trip wire can be mounted on the wall at least and it is low enough to the surface that anything going up the ladder should trigger it. Although it has the same weakness as an electric fence that it can burn out after getting triggered enough times and it is rather easy to break if a cop or radvulture spits on it, or the cop explodes near it (or worse a demolisher).
  25. In Alpha 20 I made an absolute monstrosity of a base (something close to a Death Star) and without solar cells it wouldn't have worked out as well as it did (that file made it 591 game days before getting bricked by a combo of updates and file corruption). Had 96 Q6 cells in that file (thank all the bartering perks they would only cost me 25K a pop). In Alpha 21, I am currently hosting a 4-man file and even with my dedication to maxxing out Better Barter, getting a trader up to Tier 7 and otherwise maxxed out all other possible things I could do, we have found a total of 11 solar cells (4from my Tier 6 Completed reward that gave me a Q4, Q3 and 2 Q1) and the rest I have purchased (6 from Trader Bob and 1 from Trader Joel). Currently NONE of them are higher than Q4. We have yet to find one in THIS file in an air drop (a previous file we found 2 a Q3 and Q5 in separate drops). They did make them rarer, perhaps a little TOO rare. I feel like we should have a small chance if we max Salvage Operations to get one from wrench/ratchet/impact harvesting a POI solar bank. Then again, if you have a Desert biome you have Oil Shale (and while THAT was reduced in yield pretty significantly it produces so much faster now as a trade of) and that means you can do the Gas Generator -> Battery Bank -> circuit build and kind of recharge the batts on the fly or use them for a backup to the gas when it runs out. I would rather they made the solar cells stronger or allow us to daisy chain multiple banks together to power things. It doesn't make sense we can't wire together multiple solar banks to combine the output. It would make it more worthwhile to have a wall/roof/field of solar banks w/ Q4 or lower cells that way (trade off being the immense amount of space used to host all the banks w/ lower quality cells). Without those two options above, then they would have to up the chances of finding solar cells in at least Bob & Joel's inventories (and a smaller chance in Jen, Hugh & Rekt). Even if maybe globally every 3 days on their resets (I'll use my current map as an example here), on a 6x6 map w/ 7 traders (2 copies each of Joel and Jen) we could at least see a guarantee with Bob since he's the technical & engineering trader. Joel being the general store version of the traders could have one appear every other reset maybe? The other 3 traders maybe ever 3-5 resets so at least you have a chance of buying one more. The way it feels right now nobody is going to really want to bother with solar other than maybe a sense of accomplishment (it's like an unlisted achievement now - found 6 solar cells!)
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