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KhaineGB

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KhaineGB last won the day on July 17

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About KhaineGB

  • Birthday December 19

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  • Biography
    Old gamer from the UK. Slightly salty, very opinionated, no mouth/brain filter. No intent to cause offense, but i'm very blunt, so apologies in advance.
  • Location
    Liverpool, UK
  • Interests
    Modding, gaming, learning C# and unity

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  1. That's actually 308's modlet. He just posted an updated version in the modders discord. DMT Multi level elevator Hey guys I think I have all the bugs out of this now so putting it up for testing while I do some fine tuning. Let me know if you come across any issues I've missed. Note that occlusion must be turned off in your game settings or the models will flicker and sometimes become invisible. And you should not use the elevator with debug menu turned on. https://www.mediafire.com/file/s5mw9ngs49962yv/Elevator_A19_%2528v3.0_Alpha_0.31%2529.rar/file You MUST use DMT to compile and install it.
  2. INF Missing paint ID XML entry: 247 for block 'corrugatedMetalBlock' ^ that's likely your problem.
  3. As far as I know, if you change those in the main menu, it should work absolutely fine. If you're doing it on a server, I would make sure you're not putting an incorrect value in there.
  4. From the notes i've seen in the xml, I wouldnt go higher than 2
  5. Excuse me. I'll have you know I check my gamestage on my phone when I wake up in the morning.
  6. Because those pipe guns built out of random crap is EXACTLY what people WOULD build. Not black powder guns. I got the idea of the pipe pistol from the Zip guns that are made in third world countries and are designed to use 9mm. They're super inaccurate and tend to explode, but they work.
  7. To sort-of add to this, and yes i'm afraid it's mod related... I added pipe weapons to DF around A17/A18 and quite a few people appreciated the ability to actually USE ammo they found (only a pistol and hunting rifle type, but folks liked it). So I think Roland is right and this will be well received in A20. I'm personally looking forward to getting rid of my crappy models.
  8. 1) Using farming as an example, that's fully documented in the journal. That no-one reads. There's a lot of info in the journal, in PERK DESCRIPTIONS (that no one reads) and also item descriptions (that people never seem to read) 2) Intended because it's a pain to code. 3) Probably compo pack POI's. So not mine. 4) That's the point. And the l4D tank DOES one shot you, on max difficulty. One hit or one rock to the face and you're dead. Not down. DEAD. Also you can absolutely survive a hit from a behemoth. I've done it. Others have done it. You just need the right spec. And for the record, that 200 health? That's NERFED from what the behemoth was planned to do. The code for the old behemoth attack is still in the mod.
  9. Because the amount of info he crams into the UI is not required for base game 7DTD and would probably annoy a lot of other modders. Like me.
  10. I'd rather they leave the UI alone and just make it more moddable so he can do his changes easier
  11. items.xml apparelNightvisionGoggles <effect_group tiered="false"> <requirement name="IsLocalPlayer"/><!-- <triggered_effect trigger="onSelfItemActivate" action="ModifyScreenEffect" effect_name="NightVision" intensity="1" fade="0"/> <triggered_effect trigger="onSelfItemDeactivate" action="ModifyScreenEffect" effect_name="NightVision" intensity="0" fade="0"/> <triggered_effect trigger="onSelfEquipStop" action="ModifyScreenEffect" effect_name="NightVision" intensity="0" fade="0"/>--> <triggered_effect trigger="onSelfItemActivate" action="ModifyScreenEffect" effect_name="Bright" intensity="0.75" fade="0"/> <triggered_effect trigger="onSelfItemDeactivate" action="ModifyScreenEffect" effect_name="Bright" intensity="0" fade="0"/> <triggered_effect trigger="onSelfEquipStop" action="ModifyScreenEffect" effect_name="Bright" intensity="0" fade="0"/> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLightTPV" prefab="ScreenEffects/DeferredNV/NVGLight" parentTransform="Spotlight" localPos="0,0,0" localRot="90,0,0"/> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="HeadLightFPV" prefab="ScreenEffects/DeferredNV/NVGLight" parentTransform="CameraNode" localPos="0,0,.1" localRot="-90,0,0"/> <triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLightTPV"/> <triggered_effect trigger="onSelfEquipStop" action="RemovePart" part="HeadLightFPV"/> <triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLightTPV" active="@!.IsFPV"/> <triggered_effect trigger="onSelfItemActivate" action="SetPartActive" part="HeadLightFPV" active="@.IsFPV"/> <triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLightTPV" active="false"/> <triggered_effect trigger="onSelfItemDeactivate" action="SetPartActive" part="HeadLightFPV" active="false"/> <triggered_effect trigger="onSelfChangedView" action="SetPartActive" part="HeadLightTPV" active="@!.IsFPV"/> <triggered_effect trigger="onSelfChangedView" action="SetPartActive" part="HeadLightFPV" active="@.IsFPV"/> </effect_group>
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