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A20 Bugs
A21 Bugs
Bugs V1
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Everything posted by xyth
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LOL. Might taste oily
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I cant reproduce this error. Use all the creaturePacks, and all the requiredNPC modlet, but no thoer modelets, the world spawns zombies fine. I suspect another modlet is breaking it. - - - Updated - - - We can try adding back in the ApproachDistraction task, that might get you the desired effect.
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I redid the targeting, no snake was used. The current targeting seems to test out well.
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Various fixes and some new Zombies and Bandits pushed.
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I dont understand your question. You want a TV thats plays .MP4 files like the A17 version?
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I just added DarkStars zeds, and no changes to the zombiehands in over a week. If you would like to help debug, please follow the steps: 1. Make sure you validate you base game install 2. Empty your mods folder 3. Load the creature packs Test and record findings 4. load the 0-SphereIICore Test and record findings
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It would need a total code rewrite to work on A18
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Pest is one of the few remaining Gen2 entities. They will be replaced soon. The newest releases of the core, as it relates to the NPC characters, is targeting Gen3. - - - Updated - - - Please be as specific as possible. Does this happen with mod mods loaded besides the creature pack? If so, then add the NPC mods and retest. Not doing it? Then its another mod. If so, its the core. If you can narrow it down that helps. Nothing I load in the NPC mod or CreaturePacks would touch the player character beyond
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I'm not sure how you added EntityAnimalChicken ( I got an NRE) as that class isn't in the assembly as far as i can tell. Rabbits and chicken use the rabbitclass. I also changed the survivors to use the stagclass, as it has a better collider setup.
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Just a reminder: There is no code in the NPC modlet. The behaviors you describe all come from the 0-SphereIICore Code. Make sure you have the latest Core loaded as well. That said, SphereII is coding the next generation of AI behaviors, so the shortcomings of the coming version will be improved in the future builds.
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Those are great edits. If you want to send the xpath I'll merge it in. Hope to have pull requests working on github when I have time. Also the survivors are the same as rabbits so keep that in mind.
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Goat head collider fixed.
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I will check on the goat head collider. You can add the robots to those pois sleeper spawn groups. The creature packs are just. Modder resources but have some basic xml so folks can enjoy them as is.
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Did a major refactoring, pushed new version, added 5 more zombies made by darkstardragon.
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Haha. Its working like the XML says it should, but I should probably make it so they don't kill everything around including other robots. I'm not sure what mechs ought to be doing actually, are they programmed for killing anything that moves? Just undead? What purpose did they have before the apocalypse?
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Bandit and trader modlets are no longer valid. delete those modlets and retry. You will get conflicts otherwise. The Basic bandits and Traders are now in the CreaturepackHumans and I will be adding Better Bandits and Better Traders to the NPC modlet soon.
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Added more birds and a really cool reskinning of the Robot done by Mumphy. The robot will now attack on dedi as well.