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Worrun

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Posts posted by Worrun

  1. I had a little bit of feedback that I meant to post a couple of days/weeks back, however you seem to have fixed them in the comments on previous pages. I have to give credit excellence on your feedback and improvements, great job.

  2. Looks like a really exciting and challenging mod, right up my street! ..however, the removal of HL mod and NVG puts me off a bit. The weapon flashlight is garbage and I hate it. Is the hand held flashlight still in?

  3. Not that I have difficulty, I'm a seasoned modder - but the README should have basic installation instructions.

     

    Testing the mod now, if it's any good I'll run it on our server, feedback to come.

  4. On 11/17/2023 at 10:55 AM, Izayo said:

    best I can do is make them use vanilla game's sounds . Im not gonna re-import/export all assests over again it will take a whole month to do.

    I can do this myself, thanks for the advice.

    However, please consider the feedback for everyone else in your future updates/mod packs.

     

    Keep up the amazing work

  5. I'd recommend fires eventually burning out, especially on containers - as the fire extinguisher isn't fully working yet losing all your wooden storage containers or pre-made base from a single vulture vomit that spreads infitely 

  6. I'm new to modding and have been trying different things for the past few hours to no avail. Here's what I've attempted so far:

     

    <configs>
      <set xpath="materials/material[@name='MtrapSpikesWood']/property[@name='Hardness']/@value">5000</set>
      <set xpath="materials/material[@name='MtrapSpikesWood']/property[@name='MaxDamage']/@value">5000</set>
    </configs>

     

     

    <material id="MtrapSpikesWood">
        <property name="damage_category" value="wood"/>
        <property name="surface_category" value="wood"/>
        <property name="forge_category" value="wood"/>
        <property name="Hardness" type="float" value="1"/>
        <property name="stepsound" value="wood"/>
        <property name="stability_glue" value="20"/>
        <property name="Mass" type="int" value="5"/>
        <property name="MaxDamage" value="5000"/>
        <property name="movement_factor" value="0.18"/>
        <property name="Experience" value="2"/>
    </material>

     

     

    <block name="trapSpikesWoodDmg0">
        <property name="Extends" value="trapSpikesWoodMaster"/>
        <property name="CustomIcon" value="trapSpikesWoodMaster"/>
        <property name="MaxDamage" value="5000"/>
        <property class="UpgradeBlock">
            <property name="ToBlock" value="trapSpikesIronDmg0"/>
            <property name="Item" value="resourceForgedIron"/>
            <property name="ItemCount" value="4"/>
            <property name="UpgradeHitCount" value="4"/>
        </property>
    </block>

  7. 10 hours ago, khzmusik said:

    Have you tried using a nav_object? It won't apply the radiated effect but it will make arrows easier to find. That's what the spear uses.

     

    You would add something like this to arrows:

    <property name="NavObject" value="arrow"/>

     

    Then create an "arrow" nav_object_class:

     

    <nav_object_class name="arrow">
        <property name="requirement_type" value="Tracking" />
    
        <map_settings>
            <property name="sprite_name" value="ui_game_symbol_map_player_arrow"/>
            <property name="min_distance" value="0"/>
            <property name="max_distance" value="-1"/>
            <property name="color" value="255,255,0,255"/>
            <property name="has_pulse" value="true"/>
        </map_settings>
    
        <compass_settings>
            <property name="sprite_name" value="ui_game_symbol_map_player_arrow"/>
            <property name="min_distance" value="0"/>
            <property name="max_distance" value="1024"/>
            <property name="color" value="255,255,0,255"/>
            <property name="has_pulse" value="true"/>
            <property name="icon_clamped" value="false" />
        </compass_settings>
    
        <onscreen_settings>
            <property name="sprite_name" value="ui_game_symbol_map_player_arrow"/>
            <property name="min_distance" value="0"/>
            <property name="max_distance" value="50"/>
            <property name="color" value="255,255,0,255"/>
            <property name="has_pulse" value="true"/>
            <property name="text_type" value="Distance"/>
        </onscreen_settings>
    </nav_object_class>

     

    I haven't tried it myself, but in theory it should work.

     

    I know it isn't exactly what you're looking for, but it's all I could think of.

     

    EDIT: It looks like @omegaflames had the same idea and couldn't get it to work. (He posted something that I didn't see before replying.) So maybe that's a dead end.

     

    We had also considered that and gave it a go briefly, but couldn't get it to work. We were using the sticky method however, I'll give yours a try and see how that goes and will let you know

  8. The goal: Glowing arrows to be able to see them/find them easier at nighttime, etc

     

    The best solution thus far: Apply the radiated effect to the arrows, allowing them to glow green

     

    What we have so far: I have been able to apply the radiated effect to arrows as a sticky, but ONLY when the mesh is changed to the flaming arrow mesh, it won't apply under any other arrow (stone, iron, steel) and giving stone arrows the flaming arrow mesh isn't quite what we're after.

     

    I am aware that there is an A19 modlet for this, but it doesn't work out of the box on A20

     

    So far I have briefly worked with Khaine (darkness falls), Subquake (Undead Legacy), Guppy (the man himself!) and a few others, none of us have figured a way to get this working yet.

     

    Can you? Ideas, suggestions and XML welcome.

     

    This is a challenge, if possible at all.

  9. On 3/4/2022 at 12:15 AM, Jugginator said:

    Sorry to rehash this, but has anyone figured out how to bug this out to reproducibility? Thus far in a natural, vanilla configuration I've yet to produce this.

     

    It's quite a rare one, on a server where we had a steady 15 active daily players (around 10 CCU's on evenings) it happened to 3 people per month, on average 

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