Jump to content

xyth

Moderators
  • Posts

    3,041
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by xyth

  1. added some delay to the end of bird sounds, varied length depending on the bird. Let me know if that helped.
  2. xyth

    sphereii's DMT Mods

    FYI, on DMT the last line is the erro message needed. `C:\Users\Puppy\Downloads\DMT Mods\SphereII.ModsA19-master/0-SphereIICore/Scripts\EAI\EAIApproachAndFollowTargetSDX.cs(283,35): error CS1501: No overload for method 'CalcIfUnreachablePos' takes 1 arguments` My guess is your SphereiiCore version is not updated.
  3. I can add some delay at the end of those fixed clips. I will try to get that done this weekend. What delay do you suggest? Otherwise I will make it 10 seconds.
  4. Pushed update to animals lowering range of bird sound clips from 150M to 100M. My hearing isn't the best, but even with the clips volume leveled, some seem louder than others, like the Altatraz.
  5. Unity only allows a single clip per audiosource component. You can have more, but then you would need to edit the animations to drive the swap, so its even more labor intensive.
  6. If I had more time I would drag all the sounds into an editor and add additional quiet time at the end of each clip so there would be a built in delay between calls. A quicker solution is to reduce the range of the sounds so fewer birds are in range at any given time. I can drop the range from 150M to some smaller value, 100M or even less.
  7. xyth

    A19 NPCs DMT Mod

    Thanks for the kind words. Food and water usage is disabled unless the "Maslow" feature is turned on. However, we havent touched that code since A17 so its likely to have issues. Some work was dont on the NPC pathing for WinterWeen, and if that works it will be ported over into the public SphereII core that drives these NPCs behavior. I will look at the AK firerate once WW is shipped.
  8. xyth

    A19 NPCs DMT Mod

    Pushed a 19.2 update to the Human and animal NPCs to enable more NPC characters. Some humans have less than ideal weapon rotations, and while I'm working on the WW project I don't have time to fiddle with those so if they bother you greatly feel free to remove those from entitygroups.xml
  9. xyth

    A19 NPCs DMT Mod

    My problem with that is for folks who want several NPCs to guard their bases. We have considered requiring periodic payments rather than a single payment. Also, in the vision we wanted most NPCs only to hirable if you did quests that would get them faction aligned with you and thus they liked you enough to work for you. There is only SphereII and I working on the system, with some graphics help from Mumfpy and in the past, some additional characters for others, but to date no one has helped write the quest xml required. Just not enough time for us to do everything already enabled in the system, but we are always happy to get new xml to add.
  10. Pushed 19.2 update to the animals. Birds have 2 sounds systems now. A constant single clip attached to the character in Unity that has a range of 150 blocks and a logarithmic distance rolloff. The old system with additional sounds will only be heard when near the character as before, such as when it attacks or flys close. Consolidated sounds into fewer bundles. Fix Alcatraz size issue. Also pushed a minor update for the Humans to mostly standardize some xml.
  11. xyth

    A19 NPCs DMT Mod

    Not presently, we didnt know that might be an issue.
  12. Since this mod replaces the assembly dll, it has to exactly match the game version. That link is for B180, and wont work on 19.1 or 19.2
  13. xyth

    A19 NPCs DMT Mod

    Link your xml that resulted in that burst in the video. Those preset would also be great.
  14. xyth

    A19 NPCs DMT Mod

    i'm not understanding. Walktype 7 doesn't have the weapon animations. I see in your video hes walking backwards but firing using an idle animation. Could be related to idles being looping anims. There is also no reload anim on that walktype, and that might be involved. If this is to add back burst firing, I can look at that once the WinterWeen Project is released.
  15. xyth

    A19 NPCs DMT Mod

    There are two places where random walkstypes are introduced. In the sphereiicore blocks.xml there is a property of randomwalks set to true. In the effectspacks, there are also randomwalks in the xml. Both "should" only effect zombies. Each human weapontype requires a matching walktype. You cannot use any other walktypes on ranged characters, but you can on melee.
  16. Not intended. I fixed it for WinterWeen, and will push to the normal repo soon. I also added sounds directly to the birds so they can be heard better with distance.
  17. That should be the same version. I will test on dedi tomorrow but it may be an install issue on your server.
  18. I just tested the A19 radiosmodlet on SP, and the sound rolls off perfectly. I will test later on dedi but my first guess is they loaded the old radios mod for A18 which had the sound rolloff issues. https://github.com/7D2D/A19Mods
  19. xyth

    A19 NPCs DMT Mod

    Might be game safe as adding entities to entities.xml is usually gamesafe but removing them is not.
  20. xyth

    A19 NPCs DMT Mod

    I just finished updating the NPC mod for the Winterproject. I added the soldiers and whisperers, and a few others, but some still have weapon positioning issues to resolve, but thats only cosmetic so can wait. I will push an update in the next few days.
  21. The more demand for something the further up the backlog it goes 🙂 . I really should release mini projects for each thing like the radios, CCTVs, etc so folks can have fun with those. Working on new fun things always gets top of the backlog though. 🐵
  22. You just have to add the image to the flag in Unity and then export it. I had a tutorial video on that and a sample project for A18, but its outdated. If I have time I can update those.
  23. xyth

    A19 NPCs DMT Mod

    I'm not sure I followed your points made, but the ranged attack distance is supposed to be based on the maxrange setting on the weapon. They are supposed to try to maintain some percentage of that maxrange, i forget the value but its around 50% of the max range. Also, they will melee when close, so Im not sure what your saying that there is no condition for melee. The new AI is a work in progress and we have not messed with it for A19 much as were are working on other things right now.
  24. The sounds volume unfortunately has to be done on the soundclip before importing into Unity and then exporting. I plan to revisit that soon as time allows.
×
×
  • Create New...