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mr.devolver

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Posts posted by mr.devolver

  1. Your code for adding Action1 on item with name ThisItem is correct, but please note that doing it exactly as you wrote it really assumes that the item called ThisItem does not have Action1 in its code yet.

     

    If it already has Action1 in its code and you want to modify it somehow, you have the following options:

    1) change individual parts of the existing code

    2) remove the whole Action1 property and then write a new one that would take place of the original

    3) add to the existing code

     

    Code for all of these options would be different and generally the less amount of changes means better compatibility with other mods that may depend on the vanilla code.

     

    Action0 and Action1 actually represent left and right mouse button actions, so the game would most likely throw you an error if you tried to add a "an alternative action 1" leaving the code with two Action1 properties.

     

    Assuming that all you really want is just to add some new code inside an existing Action1 property of drinkJarEmpty item, your code in items.xml of your mod would look like this:

      <append xpath="/items/item[@name='drinkJarEmpty']/property[@class='Action1']">
      	<!-- Any code written here will go inside Action1 property of drinkJarEmpty item -->
      </append>

    Again, this is for injecting a new code inside the existing Action1 property of drinkJarEmpty. If you wanted to edit the existing code there, not to add new one, you would have to do it differently. What would the code look like in that case highly depends on what exactly you would want to change there.

  2. Sorry Xyth, but...

     

    * Entities like zombies and NPCs walk slowly in water

    * Player swims with no stamina loss

     

    happens with only the following mods installed:

    Quote

    0-CreaturePackAnimals
    0-CreaturePackHumans
    0-CreaturePackMechs
    0-CreaturePackZombies
    0-SphereIICore
    1-NPCPackHumans
    1-NPCPackMechs
    1-SphereII A Better Life
    1-SphereII NPC Dialog Windows
    2-NPCFactions
    6-SphereII Take And Replace

    I have this on video if you insist, but I think it shouldn't be hard to reproduce at all, because all I really did was that I just went swimming with a nearby burnt zombie. I was literally swimming in front of his nose and he tried to catch me, but I was always faster, swimming at no stamina cost. If this doesn't happen in vanilla, then it must be one of your mods.

  3. On 4/30/2020 at 10:02 AM, DW420 said:

    Hello...returning player here (so please excuse the ignorance :) )

    I'm trying to add some more functions to "Action1" for the drinkJarEmpty using <append> (eg. drawing water from showerheads.)

    i've read all of the examples on page 1 and had a couple of tries but i haven't had any luck yet...is it something straightforward or am i asking too much at the current point in time?

    Thanks in advance :)

     

    Say you wanted to add something inside the Action1 of an item called ThisItem, you would do it like this:

    In items.xml of your mod:

    <configs>
      <append xpath="/items/item[@name='ThisItem']/property[@class='Action1']">
      	<!-- Your additional code goes here -->
      </append>
    </configs>

     

  4. Xyth, speaking of water bugs. I noticed that my character is not losing stamina while swimming. Do you think it has something to do with your mods?

     

    Oh and also all entities in the water walk really slow for some reason.

  5. 41 minutes ago, Redarmy45 said:

    Also there is a perk in game that adds buffs to allies(human players),would you ever be able to get it to buff up NPCs too?

    I'm currently working on a mod which changes how some things work in these mods and I was thinking about creating something like this, but for now I came up with a simpler solution which gives better stats to your hired NPCs to simulate that they have some training under your leadership. If Xyth doesn't mind, I could eventually release this little mod as an addon, but only if Xyth allows it, because I'm just kinda messing with his own work here lol

     

    As for hooking it to charismatic nature perk in game, the problem here is not that it would be impossible. The real challenge is that NPCs may not have all the characteristics of player entity, so boosting their fortitude or agility may not have the same effect on them as it has on players. It would either have to be completely reworked to include NPCs in which case it could become incompatible with other mods, OR it would have its own skill/perk tree. I imagine this is not the highest priority now, because not all features are implemented, so implementing some sort of more sophisticated control over stats that may change in the future which could require complete rework of the perks again would probably be too much of hassle at this point.

  6. 1 hour ago, Slawa said:

    Thank, thanks and thanks :)

     

    xpath error

    http://prntscr.com/s9byzf

    The first warning is probably because not all blocks that start with "garageDoor" have a property with name OnlySimpleRotations. You would probably have to construct an xpath for every applicable block individually or construct one more complex xpath that would also check for existence of OnlySimpleRotations property in the scope of that query.

     

    EDIT:

    Nevermind, I checked your xpaths again and both warnings most likely happen because you're searching for "entity_classes/entity_class" in blocks.xml, where you're supposed to look for "blocks/block" instead.

  7. 8 minutes ago, Darkstardragon said:

    found a cool model so had to do a creaturepackmech out of it

    https://cdn.discordapp.com/attachments/665628134477135932/705118818107785246/unknown.png

    xyth and gup helped me get it in

     

    Yay! Thank you!!! Now... Why does it look so familiar, can't you give me a hint? LOL! I will just pretend I have absolutely no idea where the inspiration for it came from, let me just tell you I LOVE IT, please keep up the awesome work! :angel:

  8. 38 minutes ago, DEMMERS said:

    I am working on a introductory quest that will give you an idea on how to start similar to the base-game introductory to survival. Will post news of it on the Nexus page for release. I check the Nexus and the Discord for bugs, and for patching. If you want me to see it sooner, post on the Discord.

    Hi Demmers,

    I love quests, but this mod seems to be pretty complex and I am one of those confused who have no idea how and where to start and what to do in this mod. Assuming this mod is all about creating a complete farm, I think it would be best to cover as much as possible, because seeing the vast amount of things in this mod, I think it would be a shame if the player missed some of it by accident. It certainly seems like it could easily take long hours of interesting gameplay if there was some sort of story to follow. Do you think you could eventually create some story around this? I get it that it's probably trying to be an open-ended thing, but it would be nice to have at least some basic story that would walk us through everything this mod has to offer to make sure we don't miss any of its features.

  9. Hi bdubyah, I'm sorry to bother you again, but I was browsing files in your vehicles AIO pack, and in the directory for icons, I found two icons that seem to be two different versions of MRAP. Regular one and rusty one. However when I look in entityclasses.xml, I can see only vehicleMRAP and that one uses the icon for rusty version which kinda makes me wonder. Is there also that regular MRAP version somewhere in the Resources and it's just not used or was it somehow lost in the process? Because I can't see the icon for the regular MRAP used anywhere.

  10. How do I go to private messages section? I can't see any option for that. Is it even there? This new look is killing me.

    EDIT:

    Nevermind, it's this little unintuitive icon... UqP0Bjn.png

    We are on the discussion forum. Icon which shows two dialogue bubbles could mean all sorts of things. Private messages don't really come to my mind when looking at it. Just my opinion...

  11. 1 hour ago, Roland said:

    I just tried Ctrl mouse wheel and it worked. Ctrl + and Ctrl - also work

    Of course it works, please read again what I said. I'm looking for an option on the forum itself, not a workaround which works by resizing EVERY website you open in your browser, that's not what I'm asking for. Thanks for understanding!

  12. Bad news:

    NPCDeltaHunter and NPCGupSoldier1AK47 can't be hired at once without hating each other. They do hate each other in general (not sure why, they are both soldiers?), but hiring them doesn't seem to solve the problem which kinda makes me believe that factions broke the simple mechanic that was there - when you hired two NPCs that hated each other before, they stopped hating each other since they were both under your leadership.

     

    And to make the matter worse, NPCDeltaHunter just randomly fell off the world. :(

  13. Xyth, I have a very specific question. Is there a way to mod in specific custom settings that would apply only for hired NPCs? Like I hire an NPC and he would have different stats, like more health and stamina, higher health regeneration, etc.? I've been changing these settings through my own mod, but I feel like it's not really a good idea to make everyone a badass, I would like just the NPCs I hire to have the badass stats. :p

  14. Thank you for looking into that issue, Xyth. ??

    I wish I could help more, but I just found this out randomly while trying to find what's causing a different issue I had which so far seems to be unrelated to NPC mods. I could be wrong, but this could have something to do with the latest update, I don't remember seeing this before that update, but then again I wasn't focused too much on hunting animals, I was busy with testing different things, so it's quite possible it's been there for a while and I just didn't notice.

  15. Animals seem to be bugged with these mods installed:

    0-CreaturePackAnimals

    0-CreaturePackHumans

    0-CreaturePackMechs

    0-CreaturePackZombies

    0-SphereIICore

    1-NPCPackHumans

    1-NPCPackMechs

    1-SphereII NPC Dialog Windows

    2-NPCFactions

    VIDEO:

    [video=youtube_share;XUe2PiSG078]

  16. Well, I know this so called moonwalk was made popular by Michael Jackson, but I didn't expect to see raiders in 7 Days to die to pass the time by doing that randomly in the desert.

  17. Dust2Death,

     

    in blockplaceholders.xml on line n. 37, there seems to be a redundant comment end mark: "-->" at the end of the line. Xml parser of the game may not be as strict to complain about this at the moment, but it could eventually cause trouble later if you wanted to extend the code, maybe by inserting actual comment and forgot about the redundant ending comment mark. It could accidentally comment out much more than you would want to comment out.

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