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Vayben

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  1. Hey all, I am working on an Armor mod for vehicles that changes the DegradationMax, FuelUse and Velocity of the vehicle that it is equipped on. With heavier armor the Fuel use goes up and the velocity goes down. So far everything is working except when I equip the mod on a vehicle it only works if I have the vehicle in hand and then place it in the world. If I try to add the mod to a vehicle already in the world the DegradationMax change never takes place. Also, this would allow for people to abuse the armor mod by adding the armor and then removing it after placing the vehicle so as to negate the bad effects of armor. I think what I am needing is a way to change the max hitpoints of an entity in game when I put a mod on it. Any help would be appreciated.
  2. If any event in an action_sequence contains safe_allowed = false the entire action_sequence fails inside a land claim. Is this normal?
  3. Apparently if you use safe_allowed = false in ANY action the entire action_sequence fails... I had that line in the action that spawns zombies so they wouldn't spawn in peoples bases.
  4. Well, got a new problem.... if you activate the radio outside of a land claim it works fine. If you try inside the borders it fails on the event. Here is an abbreviated version ....( This replaces the Radio with a POI Chimney Smoker until the airdrop arrives. Some code omitted for easy reading.) <configs> <append xpath="/gameevents"> <action_sequence name="VaybensSupplyDrop"> <property name="action_type" value="Game" /> <property name="target_type" value="Block" /> <property name="allow_while_dead" value="true" /> <action class="BlockReplace"> <property name="target_position" value="0, 0, 0" /> <property name="block_to" value="VaybensSupplyDropChimney" /> <property name="phase" value="0" /> <!-- <property name="safe_allowed" value="true" /> --> </action> </action_sequence> </append> </configs> I tried using the following, but it stops the event even when outside a land claim. The block never gets replaced and the rest of the action sequence doesn't get executed. <property name="safe_allowed" value="true" /> So if I use safe_allowed it fails always. If I don't use safe_allowed it only fails inside a land claim. Is there something I am missing about safe_allowed?
  5. Worked perfectly... thanks! https://www.nexusmods.com/7daystodie/mods/4120
  6. Well, I added the following in an items.xml to make a mod that allows acid to be recovered from car batteries. However when i try to "Open" the battery it will not give the items listed. Any help would be appreciated. <configs> <append xpath="/items/item[@name='carBattery']"> <property class="Action0"> <property name="Class" value="OpenBundle"/> <property name="Delay" value="0"/> <property name="Use_time" value="0"/> <property name="Create_item" value="resourceAcid,resourceScrapLead,resourceScrapPolymers"/> <property name="Create_item_count" value="1,90,5"/> </property> </append> </configs> I just made a recipe to do the conversion to 1 acid for now, but I would really like to have it use the above game mechanics. Thanks to anyone responding.
  7. I have not been able to find any that use the stock airdrop code.... only ones that change blocks to loot containers via PlantGrowing. Only problem I am having is with setting up the drop. If i have it where a block uses PlantGrowing to switch to another block, the new block can be looted but keeps reappearing after looted. If I try to use SpawnEntity and spawn an Airdrop crate. It works okay, however the spawn position needs to be set in the sky and yOffset doesn't seem to work. Having this problem ....
  8. I am looking for a way to spawn an airdrop using an item. I have been looking into the gameevents.xml but not getting anywhere.
  9. I will send him what I have, however I did change some of the balance as well. I felt the bat mods were making a person too powerful. I had a Level 2 AC Wood Bat with 2 mods on it and went into a level 5 POI in the wasteland with no clothes on and could handle anything that came at me. The way I have it now is pretty good balance. Also, I moved the progression to the crafting_skill craftingClubs with a gentle progression to the more extreme Bat mods. That way you don't get powerful mods early game.
  10. I tried using the Baseball Bats in A21. Recipes were mising in-game. I updated some of the files and got them all working except the Schematics don't show up under the Schematics section in creative mode. Forgive me as I am new to modding 7.
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