Jump to content

Kilroy5150

Members
  • Posts

    204
  • Joined

  • Last visited

Everything posted by Kilroy5150

  1. Kilroy5150

    A19 NPCs DMT Mod

    Hey guys, Is this normal? These stats, even though they were green, were going across the server pretty constantly.....and nobody was playing. I'm just surprised that they "actively" keep processing even though no one is playing. It's almost like the NPCs were playing.....by themselves....spooky https://imgur.com/a/13pjRT6 And i mean this, suddenly, became a "constant" thing....non-stop like someone was playing. But my server is PW protected and specifically to my team.
  2. Kilroy5150

    A19 NPCs DMT Mod

    Actually this is old hat to me. I've done testing of new software for years, just was never much on the technical side. I was always the guinea pig and, back in the day, they just had me write down a lot. lol. I got out of it, in the early 2000s because i was burned on it. But i enjoy this game enough to see real potential (without corporate money interference) so it's a good game to test things on. - - - Updated - - - Sphereii, do you ever take a rest? Lol
  3. Kilroy5150

    A19 NPCs DMT Mod

    Well, this is all part of the process. Most gamers don't even know what it's like being on the testing side of a game.
  4. Kilroy5150

    A19 NPCs DMT Mod

    Just let me know what else i can do (create a test scenario) to help the process.
  5. Kilroy5150

    A19 NPCs DMT Mod

    2 days old maybe. I always use a new world to test mods that might need it. But this error has been ongoing and i mentioned it before but didn't show the photos. It could be my previous post was overlooked, possibly. Old worlds, modded, can cause issues with new mods sometimes. Every time i get any kind of issue, i do a file verification on 7D2D and re-compile all SDX mods clean.
  6. Kilroy5150

    A19 NPCs DMT Mod

    Interesting choice for an NPC. There's one character, who's been around for a long time, that i would LOVE to see as an NPC He was part of a comic, back in the day, a sort of "dumb" Conan the Barbarian. I doubt that most people, these days, have even heard of him. Groo The Wanderer
  7. Kilroy5150

    A19 NPCs DMT Mod

    Won't work. Tells me my log is too long for a "free" user... You have exceeded the maximum paste size of 512 kilobytes per paste. PRO users don't have this limit! I keep getting this error.... Here's a small chunk https://pastebin.com/KeL8v0E3
  8. Kilroy5150

    A19 NPCs DMT Mod

    It won't let me, too long to do with free account. Requires PRO. I'm hoping this works.....Keep in mind, i leave my 7D2D on for hours unless there's a change so the error will be close to the end https://onedrive.live.com/?WT.mc_id=PART_OneDrive-Sync-Win10_Toast_OverLimit_FreeUpSpace&ocid=PART_OneDrive-Sync-Win10_Toast_OverLimit_FreeUpSpace&cid=357A57329D951202&id=357A57329D951202%2144782&parId=root&o=OneUp You didn't mention if you wanted my server or client log so i gave client. It could, very well, be clashing with another mod for all i know. I got lots. However, it didn't begin before the NPC/Traders mods..
  9. Kilroy5150

    A19 NPCs DMT Mod

    I was just thinking....wouldn't it be wild to find a flaregun that would, when fired into the air, summon a "human" horde to slam the zombie hoard on the 7 days? You know, you hire several and then, when you're boxed in...."flomp!" goes the flare gun and suddenly, in the distance, the people you hired all coming storming in at a rage pace and do some serious butt kicking. Lol...sorry, i just love turning the tables on zombies....that's why i'm DYING for someone to create the AA-12 shotgun (Terry Crews from the Expendables) eventually :D I LOVE THAT SHOTGUN
  10. Kilroy5150

    A19 NPCs DMT Mod

    I am getting a ton of this when asking the farmer about jobs. I also get this, randomly, when riding my motorcycle around too many NPCs https://imgur.com/a/DDSrdCS I hope this helps because it's really what's been happening quite a bit.... - - - Updated - - - Both ideas are great...But here's the snag...what if you've hired more than one NPC? Do they all respond or do you get a menu asking which one you want to come and assist you?
  11. Kilroy5150

    A19 NPCs DMT Mod

    Like the dude, from War Games says, "I'll piss on a spark plug if i thought it would do any good" so i say go for ANYTHING that will work LOL
  12. Kilroy5150

    A19 NPCs DMT Mod

    Okay, but will teleportation (to keep up) or them getting into a vehicle to join us be a thing so they can go with us on missions? Oh hey, KUDOS on whatever you did to keep them with us. My chef guy was actually around after i logged off and back on. That is amazingly cool that they have memories that they've been hired now. Also, will there be an option to "armor" them (with spare apparel) later possibly? Update: That memory, that you hired them, only lasts for a couple of logons.
  13. Kilroy5150

    A19 NPCs DMT Mod

    I know this is an odd question but...could we "pocket" them when we travel? I mean, you're hiring them until death, right? Why not make them something we can carry around and just drop on an instant? I say this because of that problem they have when, if you hire them and take off on any kind of vehicle, they can't keep up with you to help if you need them on a mission. Just a thought. It would be as cool as having an auto-turret that you could drop on an instant with it's own mini-battery pack (hint hint) lol!
  14. Kilroy5150

    A19 NPCs DMT Mod

    The NPCs and traders do show up in the strangest places, that's for sure. I just wish they were more focused when following me. They seem to get distracted, by zombies, that are off in the distance. But, if you wanna clear a house without being disturbed, they are the perfect companion to bring along.
  15. Kilroy5150

    A19 NPCs DMT Mod

    The particle effect must pass through a player (sometimes) when being shot at them because, as i said, i was on a porch of a trailer and heard the shot, saw the effect, then got blown off the porch and died. No, no gas barrel or car, i just heard the boom, saw the particles, then was dead. I mean it either hit me, dead on or hit the door (in front of my face) then blew me up. That's really what i'm trying to understand. Do they shoot regular bullets or do the bullets have any real grenade-like explosive damage radius from the traders? They're the ones who have caused me to die more times than anything when they're close and i'm dealing with zombies. I'm just trying to understand what types of rounds they are using, standard or explosive?
  16. Kilroy5150

    A19 NPCs DMT Mod

    Okay, is it just the sound or do some of their weapons have a "radius" effect when they impact? I've been in the small trailer parks and heard a shot go off, saw the exploding effect, then been blown right off the trailer's porch before the zombies could even get out the door. If it is, which code affects it?
  17. Kilroy5150

    A19 NPCs DMT Mod

    I tried three. Two guarding the back area and one at the front door. Once this whole wandering off issue gets fixed it will pay off. They're a good alternative to turrets until you can get turrets. Still, the wandering traders can kill you WAY faster than any zombies. If they're in your area, and you're working on dealing with zombies, you could get hit by one of their "missile" rounds and their friendly fire will kill you in a second unless you're either heavily armored or have a ton of health. I think it would be better to give them standard rounds rather than these missile rounds that blow up and take you down with the zombie. Even a mini-gun would be better than those exploding rounds they have now. In all honesty, i've been killed (more) by the traders than zombies lately. lol.
  18. Kilroy5150

    A19 NPCs DMT Mod

    Just for tweaking purposes: The NPCs still have 2 bad habits: 1) When you say "guard here" they will attack Zeds but they won't come back to that, exact spot. There are times that you want them at that "exact" spot....say to guard a door to keep Zeds from coming in. 2) For no reason at all, they will follow you around like a little brother / sister after you've given them an order to guard somewhere I experienced all of this with the farmer NPC. I have to admit i am having different experiences with some NPCs. They need XLM "crazy" glue to keep them in place and remember to get back to their guard spot after they attack. There's gotta be a way to do it. And this is just me throwing it in there....When they wander into your space and you say "follow me" to get them back out, sometimes they (literally) get stuck behind something and destroy whatever it is to get back out. It's not a major issue but it makes keeping a nice place a chore. If they were to destroy a forge, that would be bad. I guess you would call that their obstacle logic?
  19. Kilroy5150

    A19 NPCs DMT Mod

    Well, fellas, if there's one thing that can be said about you is that you ARE dedicated. No arguments possible. You're writing code, for us, on a Sunday and that's much appreciated.
  20. Kilroy5150

    A19 NPCs DMT Mod

    Did you guys ever figure out why they were wandering away from their guard spots and forgetting you hired them? Usually, it was between 40-60 minutes in real time.
  21. Kilroy5150

    A19 NPCs DMT Mod

    Harley's neat, but if she gets into your building (and the floor you're on) it feels like she's right in your ear and she's LOUD lol.
  22. Kilroy5150

    A19 NPCs DMT Mod

    Error is gone but "Patrol Your Route" option is not on screen and i've downloaded everything, several times, because of the patch. I just download the entire directory every time to make sure everything is new. I doubt you can see it but it's not on the list of commands... Follow me Guard Here Do you have any jobs? Wander Around Show me Your Inventory Follow Me For Your Patrol Router Stay Here Never Mind That's all that's there PS - This forum downloads screencaps at actual size. Why does it show them at close to 1/4 when clicking for close-up?
  23. Kilroy5150

    A19 NPCs DMT Mod

    My bad, it made a new error. First thing i do, on a compile, is delete the old...old habit when you have mild OCD c:\SDX0.7.4\Targets\7DaysToDie\Mods\SDX_EAITasks\Scripts\EAIMaslowLevel1SDX.cs(290,25): error CS0161: 'EAIMaslowLevel1SDX.PerformAction()': not all code paths return a value ERROR: Failed to compile Mods.dll ERROR: Task Compile mod scripts failed EVENT: Action completed at: 4/28/2019 1:23:41 PM and took 4.68 seconds Remote build failed
  24. Kilroy5150

    A19 NPCs DMT Mod

    Nope, still getting the same error. Are we talking the same download link on the front page? https://github.com/7D2DMods/SDXMods (from the front page)
  25. Kilroy5150

    A19 NPCs DMT Mod

    Upon getting the new (most up to date listed in front page link) code it produces this error when compiling on both systems. c:\SDX0.7.4\Targets\7DaysToDie\Mods\SDX_EntityAliveSDX\Scripts\EntityMoveHelperSDX.cs(239,26): error CS0115: 'EntityMoveHelperSDX.Push(EntityAlive)': no suitable method found to override ERROR: Failed to compile Mods.dll ERROR: Task Compile mod scripts failed Never got an error on compiling these codes since we did that fix way back at the start. This is new.
×
×
  • Create New...