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A20 Bugs
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Everything posted by xyth
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The junk items are appended to the list so they will lower the drop rate of non junk items. However the drop rate is configurable. Perhaps you know this but the drop rate of any item in a loot group is that items percent chance compared to the total chance of all the items in the loot group. So if you add up all the probabilities in the group and that totals to say 10 and the pisspot junk item is at .1 that equals a 1 in 100 chance of finding a pisspot if the loot container is set to give only one item. If the loot container could give up to 5 items then your chance rises to 5 out of 100.
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I doubled the light strength on this initial A18 version. If Its too much I can return it to 1x power like it was in A17. I will wait for other opinion, as I am traveling for a couple of days and wont be able to adjust until then. I dont understand what you mean by low FPS, but I will confirm if that light is causing any FPS drop. I forgot to check but it should not.
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Version 1.5 for A18 uploaded. Panning might be fixed now or at least it seems improved. Lights were added to each camera to help with darkness issues. Let me know if you all like it that way or would rather just add your own spotlights. I was not able to resolve the dark TV screen issue inside Unity in a decent way. The issue is the TV screen needs DIRECT lighting on the screen front. A helmet light works perfectly for example, or just brighten up your room and shine a light towards the screens. I will keep playing with this but the video layer is blocking emission which is how this is typically solved.
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I think the issue is the collision radius of the "vomit" projectile. You could try lowering the collision radius on the item named AmmoProjectilePlasmaAmmo , property Action1 , <property name="CollisionRadius" value=".5"/> to a tiny value and that might reduce the spillover. His Entity damage is also 200 right now, should be lower but that was a testing value. Let me know if that helps and I can push the patch.
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Until we can figure out how to add hired NPCs into your party and therefore make you both allies, this friendly fire might happen. I can turn down the NPCs headshot bonus and damage in general. And I also notice sometimes the NPC shoots and the impact is local to him but no damage. That just started when I changed the rate of fire but not sure why. I suspect its a timing issue with the firing animation and the rate of fire
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@Redarmy Why is he targeting you? Miss it your doing melee and he's aiming at a zombie but hitting you? - - - Updated - - - Sounds like you are running out of video memory. Not sure the best solution other than lowering the games texture setting or maybe disabling texture streaming.
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The NPCs should be immune to bleeding and disease but I didnt think about fire. I stopped bleeding since zombies put that on all the time but only players use fire as a weapon right now. Sounds like its working normally
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Thats what i noticed, the range from the TV is much shorter in a18 than A17. The cameras will broadcast without the panning so for now just install the camera and dont set it to Pan. If the field of view isn't sufficient I can increase the FOV but there is a FPS hit if I do that.
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I pushed an update that edits the ammoNPC to walk toward his prey rather than run, and increased his rate of fire. Seems to work well, but needs testing. Note I didnt edit the other ranged ones made by DarkStarDragon so be sure to test on the AmmoNPC. Also, the Ammo NPC has an AITask to Guard a position and try to stay around that spot rather than close to the entity. Its a work in progress, designed if you wanted to put a guard into a position on a base wall and not have it jump down and charge. You can try removing that AI task and renumbering the following 2 tasks, so its now: <property name="AITask-8" value="GuardSDX, Mods"/> <property name="AITask-9" value="WanderSDX, Mods"/> <property name="AITask-10" value="" /> And you could change that to: <!-- <property name="AITask-8" value="GuardSDX, Mods"/> --> <property name="AITask-8" value="WanderSDX, Mods"/> <property name="AITask-9" value="" /> if you wanted to play around with that. - - - Updated - - - yes its possible. Blooms Animal husbandry already has that core functionality and would just need to dog and wolf models added, and those would need some appropriate AI tasks added from the NPC mod. Nothing I can get to anytime soon, but it should be doable with the existing resources.
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I don't understand what you mean.
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Edit these 2 lines in the NPC Entities.xml file: <property name="HireCurrency" value="casinoCoin" /><property name="HireCost" value="1000" /> The HireCurrency can be any item, like a rock or a bullet and the HireCost is the number of those things needed. Easiest just to make hire cost a smaller number. I see where darkStar put the chainsaw sound on this NPC by mistake. I will fix and push in next patch. As far as the low rate of fire, Sphereii is working on a property where they can guard a position using ranged weapon and not close the distance all the time. Since we are using the in game AI there are limits to what we can do but I will play with it a bit more.
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I have heard that at times but I guess it depends on the gamma level the player uses. I will look at adding some emmisiveness to the screens in a later update. i still only see the camera closest to the screen panning, the other 3 do not.
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I will push an update then. Not sure what you mean by a dark overlay. Do you mean its hard to see the TV screen in a dark room?
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I will ask @Sphereii to check on the launcher. It should handle not having a modinfo file but I will add that to each modlet which should solve the issue. Version 1.6 pushed to fix this error until DMT can be patched for this bug.
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This mod needs three modlets all loaded and compiled by dmt or the mod launcher. The Sphereii core, the NPC dialog window, and the NPC modlet. If those 3 are loaded in the mod launcher it should work as expected. If not, please post a copy of your log file so we can help you debug your install.
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Let me know if this mod is still usable in A18. Camera panning seemed to stop so if I port this to A18 I may need to remove panning and increase fov. If the modlet is still worth having I will push an A18 version.