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ZombieINC

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  1. The Modlet Adds 19 quests for the trader in total. They are distributed in 2 categories: Defense and Hunt. Hunt: Go to the location and kill the boss (10 bosses were created in total). Defense: Defend a certain location (the basics mechanics change over the tiers). - Reworked This mod was created to be Server-side only, that means only the host needs to have the mod installed. It can be added in a ongoing game. The modlet also has some simple lore for each mission, to make thing more immersive (there are some jokes too!) The first bosses are simpler than tier 3 - 6 bosses All missions should appear on Traders Tier 1 : 3 New Missions (2 Bosses - 1 Defense ) Tier 2 : 3 New Missions (2 Bosses - 1 Defense ) Tier 3 : 3 New Missions (2 Bosses - 1 Defense ) Tier 4 : 3 New Missions (2 Bosses - 1 Defense ) Tier 5 : 3 New Missions (2 Bosses - 1 Defense ) Tier 6 : 4 New Missions (3 Bosses - 1 Defense ) NOTE FOR LARGE SERVERS ! There is two option for Large Servers : The only thing different is that the original Defense Tier 5 and 6 changes temporarily global weather and time. This can be very incovenient for large server, so use one of the option below to replace the missions. Option 1 : Trader will be open 24/7 and never closes. This is need for Defense Tier 5 and 6 Option 2 : Trader will remain the same (same as vanilla). The missions will be different from it should be, but will have the same difficult as the normal one. Remember, the Tweak will be needed to be loaded after the main mod (Main mod is needed) Pay attention to the CHAT in game. Some instruction about how to proceed the quests are given there. Everything was made with a lot of care by my person. It took me 3 weeks on full time to make everything (All my vacation was spend in my little project). Expect some bugs. Balacing is also needed. Your feedback is needed so i can improve the mod. Known bugs: 1- Bosses Projectiles have sync problems. (Maybe be game problems, i didn't find any solution) Report bugs or suggestions on my discord : https://discord.gg/cfgj8u4Aa3 Download link : https://drive.google.com/drive/folders/1mrQH-Qtt3aLT2ZkU5cUlcDS4utFVjpBa?usp=drive_link https://www.nexusmods.com/7daystodie/mods/3413
  2. Summary: (A short description of the bug) Game Version: Alpha 21 b324 and Alpha 21.1 b12 OS/Version: (Windows) CPU Model: (AMD Ryzen 7 1800x ) System Memory: (16 GB ) GPU Model and VRAM: (nVidia GTX 1060 6 GB ) Screen Resolution: (1920x1080) Video Settings: (High) Game mode: (MP host / MP client / SP) Did you wipe old saves? (Yes) Did you start a new game? (Yes) Did you validate your files? (Yes) Are you using any mods? (Yes) EAC off Status: NEW Bug Description: Action class="WaitForDead" and Wait Classes don't function properly(after about 70 seconds stops working). I created a quest mod(ZombieINC Apocalyptic Jobs) that relies on gameobjectives = "GameEvents". I used a lot Action class="WaitForDead" to check if all the zombies are dead and so progress the Action_sequence and therefore Objectives phases. But after 60 seconds, if the zombies were not killed within 60- 70 seconds, the "WaitForDead" stops working. The same occurs with the others Wait Classes (While and Until). For exemple : <wait class="Until"> <property name="phase" value="2" /> <requirement class="HasBuff"> <property name="buff_name" value="ZombieINC_ArrowLandingSuccess" /> <property name="target_group" value="party" /> </requirement> </wait> If the buff don't occurs within 60 - 70 Seconds, the wait classes stops to recognize the buff. The gameevent get stuck and never progress. I also notice that this behavior occurs with almost all Gameevents actions for exemple: If <action class="SpawnEntity"> don't find any spot to spawn the zombies within 60 seconds, it stops working and get the whole action_sequence stuck. I guess that is to prevent from multiple actions keeps trying to act and don't succeed forever. But I think that is essential to Wait Functions have more flexiblility. My suggestion is : 1. create a property like : phase_on_failed. To ensure that if a <action class> don't execute well, don't get the whole action_sequence stuck Or 1.create a property like: remove_time_limit and quest_bound. To remove this time limit that actions has and quest_bound to ensure that after the gameObjective ="GameEvent" is done, all gameevents actions with quest_bound are removed (So Actions never accumulate) 2. For <wait classes> and Action class="WaitForDead" create a property like : max_time, to set a max time that this actions can wait. English is not my main language, sorry for any mistakes or misleadings. Detailed steps to reproduce the bug: 1)Use Action class="WaitForDead" or <wait classes> to trigger a message in the chat 2)Wait for more than 70 Seconds to complete the requirements Actual result: (description of what is occurring) GameEvents that was started from gameObjective ="GameEvent" Gets stuck and stops progressing Expected result: (what you expect to occur) Even after 70 seconds, completing the requirements for a certain <wait class> or Action class="WaitForDead" should proceed the phases. Link to Pastebin Output Log:
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