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Telric

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Telric last won the day on February 27

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  1. Right so on the thumper gun, i have <effect_group name="Thumper Rifle EXP"> <requirement name="NotHasBuff" buff="buffThumperRiflePress"/> <requirement name="NotHasBuff" buff="buffThumperRifleReady"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffThumperRiflePress" target="self"/> </effect_group> What that does is when the player shoots, as long as they are not under a previously fired bullet's effects, they will get a buff called buffThumperRiflePress. In buffs.xml, that corresponds to a buff at t
  2. I have a rifle that does something similar, but reversed. It's in my Thumper mod. You can check it out if you want. Basically i have a buff that fires off once the player shoots the thumper rifle. It's a short timed buff that i use as a checker to see how far the bullet has traveled. If it has traveled i think .5 seconds (the length of the first buff), it will add a new buff that increases the damage and exp gained from head / body shots. The buffs are removed on the projectile hitting the ground, so its a short term buff. I'm not able to look at my files right this second, but you're welcome
  3. An indented paragraph on a forum post?? What madness is this! Lol.. I believe you need a wildcard recipe for it to smelt into an item. <recipe name="resourceClayLump" count="1" tooltip="ttScrapMetalBrass" always_unlocked="true" tags="salvageScrap"> <wildcard_forge_category /> </recipe> Try making the resource you want it to burn into to be where resourceClayLump is. Then the material of the object has to line up with that name in materials.xml, and finally add that material to the item in items.xml. I haven't done this myself, but i remember that being p
  4. It was just a generic item, but could be anything... I'm not able to test right now, but you might be able to make a 3 part quest.. Player accepts first quest. This one auto completes and rewards the items, then quest 2 is the real quest that shows the quest text and what not with the actual objectives. the player finishes those objectives and has one more pop up saying to fetch the clothing items. This is where i'd need to test.. If fetch quest objectives count what the player is wearing or not. If it doesnt, then the player would need to unequip the items for the quest to continue on. It
  5. One thing i can think of is... are you testing it under a bloodmoon, or with them set to feral? An enemy wont attack something they can't see, and by default the cop's view distance is 30 blocks. So if they are beyond that distance, chances are they wont be able to see you and fire off their attack... Maybe upping that will help?
  6. Hmm well that does make it trickier.. I dont dabble in code cuz well... i dont have the brains for that. I stick to making loopholes in the xmls to do what i want. lol... My way of doing it, had this been a cvar, would be something ive used in mods that i have on hold.. i was working on a quest world mod as well and needed certain things to appear in loot / cvars to change depending on what quest the player was on.. So i would have a fake quest... So.. bear with me here. Quest A is the one the player does.. it rewards an item that, when held in the inventory (due to the "PlayerItemCount" re
  7. Depends what you wanna do i guess. More info would help. Buffs are quite nice and they might could be used to do something, depending on what you want...
  8. I'm not sure if this is the way to do it or not, but all of my [contains] codes dont use the single quotes... example: /lootcontainers/lootcontainer[contains(@loot_quality_template, qual)] not sure if the single quotes are needed or not.. are you getting any xpath warnings saying its not appending or anything? seems to me the path is correct. Also, if you aren't getting any messages about it not appending correctly, do the exportconfigs command and look into that. See if it's putting it in a weird spot or something like that.
  9. It's a popular request... So I'm sure it will happen one day, just not on your time. On the devs. Not an ego thing... Many many games are coded so they are played a certain way.. Its called game development. You develop the game to your vision....
  10. You'd need to add an onselfbuffupdate to remove the opposite buffs, when you add the other. in your first buff. <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="BuffPVE"> <requirement name="NotHasBuff" buff="god"/> <requirement name="CVarCompare" cvar="_biomeradiation" operation="Equals" value="0"/> </triggered_effect> change that to: <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="BuffPVP"> <requirement name="NotHasBuff" buff="god"/> <requirement name="CVarCompare"
  11. A placeholder will randomly choose between the blocks set in the blockplaceholders.xml... This one will be one of these: <placeholder name="metalSheetRandomHelper"> <block name="corrugatedMetalSheetBent1"/> <block name="corrugatedMetalSheetBent2"/> <block name="corrugatedMetalSheetBent3"/> <block name="corrugatedMetalSheetBent4"/> </placeholder> However for some reason i'm having slight memory of me trying this before and it wouldnt work, so I had to put a plant or an upgraderated block between the one the player upgrades and the blo
  12. Just added German localization to the Horses2.0 mod, courtesy of @sechsterversuch ! Thanks for translating!
  13. Yeah, i was tryin to get all of them without having to go through the blocks.xml and name each container. But that looks like what i might have to do. Thanks!
  14. err loading prefab "maybellsfarm" failed: block "plantedmaybellsfarmrandomhelper" used in prefab is unknown. This line is saying it cannot find the block used in the prefab. It doesnt matter if you have the prefab folder if you don't have the blocks and models as well. Both the server and the client need the files installed in order to play together.
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