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kebab39

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About kebab39

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  1. Making "smart" AI and getting rid of UMA really killed this game pve wise. Remember times where you could have 100+ archetypes (different looking zombies wearing different sets of clothing) and above 200+ of them on screen same time? Yeah, it is not there anymore. Edit: Ah yeah, also remember making crossbowmen / rocket launching zombies that actually worked? (crappier example, but you could adjust dmg etc.)
  2. Steam name: [D.AWARE] SK https://steamcommunity.com/profiles/76561198365379467 Hours played: 3540 (steam), ~500 (friends pc) Started on Alpha: 15 (steam), 9 (friends pc) Discord name: DARKSTYLERZ#8817 Native language: Polish Operating system : Windows 7 64 bit
  3. Yeah, you can make them miss, miss after burst shot, miss when you move sideways too fast, define behavior (snipers can just hang behind ak guys etc.). Only annoying problem is that they sometimes clip their detection cone into blocks and shoot you through ground / house walls when they get too close (but at least game is more challenging that way and you risk losing chests / stations if you ignore them).
  4. Just make them then, modding tools / xpath is getting better each alpha. Could we get some more buff triggers from those? Would be extra helpful to mod some nasty player traps with. Also will it be possible to get block id/tag character is looking at and use it in buff? onSelfItemCrafted, //Hook Up onSelfItemRepaired, //Hook Up onSelfItemLooted, //Hook Up onSelfItemLost, //Hook Up onSelfItemGained, //Hook Up onSelfItemSold, //Hook Up onSelfItemBought, //Hook Up //onSelfDiscoveredPOI, //Hook Up //onSelfDiscoveredArea, //Hook Up //onSelfEnteredPOI, //Hook Up //onSelfExitedPOI, //Hook Up //onSelfEnteredArea, //Hook Up //onSelfExitedArea, //Hook Up //onQuestStart, //Hook Up //onQuestLocationReached, //Hook Up //onQuestLocationLeft, //Hook Up //onQuestCompleted, //Hook Up //onQuestFailed, //Hook Up //onGameBloodmoonStart, //Hook Up //onGameBloodmoonEnd, //Hook Up //onGameDayStart, //Hook Up //onGameNightStart, //Hook Up //onGameRainStart, //Hook Up //onGameRainEnd, //Hook Up //onGameSnowStart, //Hook Up //onGameSnowEnd, //Hook Up //onGameFogStart, //Hook Up //onGameFogEnd, //Hook Up
  5. Is there a reason for it being too hard / time consuming or something? Could improve immersion greatly.
  6. 7 years to wait. Cmon, we original supporters are going to die out before it gets there
  7. So are we going to get something like in crossout? Could be nice to build own vehicles from scrap modules.
  8. Posting suggestion: https://www.youtube.com/watch?v=ZM2T5lbzSp8&feature=youtu.be&t=376 when are we going to get sexy gun sounds, animations, hand changing when each type of glove is worn and proper shotgun reload?
  9. Hello Madmole, Could we perhaps get a sound range update? M60 goes quiet after 90 meters and does not even have echo sound. In xml we can squeeze 1000 meters with your AudioSource_Distant parameter, but could be nice to have more varied gunshot echos to use. Good for PvP and coop. Feels bit awkward to see other guy shooting but not hearing a thing. <SoundDataNode name="turret_fire"> <AudioSource name="Sounds/AudioSource_Distant"/> <NetworkAudioSource name="Sounds/AudioSource_Distant_Network"/> <Noise ID="5" volume="120" time="2" heat_map_strength="0.3" heat_map_time="120"/> <distantfadestart name="10"/><distantfadeend name="20"/> <AudioClip ClipName="Sounds/Electricity/Turret/turret_fire1" DistantClip="Sounds/Weapons/Ranged/Pistol/pistol_d_fire1" DistantSource="Sounds/AudioSource_Distant"/> <AudioClip ClipName="Sounds/Electricity/Turret/turret_fire2" DistantClip="Sounds/Weapons/Ranged/Pistol/pistol_d_fire2" DistantSource="Sounds/AudioSource_Distant"/> <AudioClip ClipName="Sounds/Electricity/Turret/turret_fire3" DistantClip="Sounds/Weapons/Ranged/Pistol/pistol_d_fire3" DistantSource="Sounds/AudioSource_Distant"/> <AudioClip ClipName="Sounds/Electricity/Turret/turret_fire4" DistantClip="Sounds/Weapons/Ranged/Pistol/pistol_d_fire4" DistantSource="Sounds/AudioSource_Distant"/> <LocalCrouchVolumeScale value="1"/> <CrouchNoiseScale value="1"/> <NoiseScale value="1"/> <MaxVoices value="40"/> <MaxRepeatRate value="0.001"/> </SoundDataNode>
  10. Hello, would it be possible to include easy ways to mod sounds clientside without messing with EAC? Stock ones are mediocre.
  11. Hello Madmole, is it possible to extend the sound distance in game? Some custom game mods could involve gunshot echo going over 1km, but currently there seems to be hardcoded limit for sounds within 98 meters, which reduces some gameplay options - you can get shot by stock sniper rifle and no longer hear it, which did not happen in a13 and earlier. Thank you.
  12. Hello Madmole, is it possible to extend the sound distance in game? Some custom game mods could involve gunshot echo going over 1km, but currently there seems to be hardcoded limit for sounds within 98 meters, which reduces some gameplay options - you can get shot by stock sniper rifle and no longer hear it, which did not happen in a16.4 and earlier. Thank you.
  13. Can we have gunshots to be heard from much further away like in Rust? Would make pvp more interesting.
  14. "Use" remapped to left mouse button 8/26/18 - WHY?
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