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Guppycur

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Everything posted by Guppycur

  1. Updated so that only one mask can be worn at a time. If you're super quick enough switching between two masks you can make it happen, but if you're that kind of idiot then I don't want to support you anyway. 😃
  2. Oh. Dew, not rain. Yeh okay I'm fine with that. Good call whoever decided to say dew and not rain... Good call indeed.
  3. Once looted it destroys itself into a new container that requires a new rain cvar id. Meh just make it a tile entity and chunk observer then.
  4. Track the weather on the player, not the container, and when they go to open the container that tracking determines the loot, aka water amount. The beauty of it is that you already do the loot calculations using goggles and perks and stuff, so all you'd really need to add is a did it rain cvar on the player. You're welcome. /Helping since 1971
  5. Guppy's Wearable Mask Mod Download HERE This mod allows you to wear cosmetic masks. Due to limitations with modding UMA, the usage for these masks is a bit different than just "wearing" it in lieu of clothing. There are two types of masks; Items, and Item Mods, that you would place in a head cloth/armor slot. I've added blank masks to the loot tables for the sporting good groups, which will allow you to make the mask items that are wearable. If you want to make that item into an item mod, simply convert the item by clicking on recipe to create the item mod; no additional materials necessary. Currently, you cannot revert the change. For the item, you would hold the mask from your toolbelt as an item and left click to apply the cosmetic change. The mask remains in your inventory so that you can right click to remove. You *must* hold the item in your hand in order to apply and remove the mask. Known exploit: You can apply the change, then drop the mask for another to use. You wouldn't be able to remove the mask unless you have the item back to right click. Known bug: If you have access to DM, you can F5 and P to view your character in 3rd person view, however returning to 1st person view will show the interior of the mask over your face, obstructing your view. This is actually a vanilla bug (reported) that affects the leather knuckles as well. The fix is simply, if you used the item, to right click the item. If you are using the item mod, simply remove/reset the head gear the mod is in to fix the visual obstruction. Here's a video demo of how to use it and the bugs that you will find when using it. Since the time of the video I have fixed the recipes, the typo, and renamed solvent to White Dye.
  6. The game does appear to do some post processing but for the most part assets look the same. The issue is that in shots like those, they usually use rendering methods that the game does not, so yeh you may be right.
  7. If this is functional, and not just a prop, I hope it works in rain and not just some "place and it grows into a lootable water container" thing.
  8. Yeh do it and I'll update with it.
  9. I'll test that scenario, thanks.
  10. I definitely did not have that experience when testing. I had one player build and use two portals and then the 2nd player had no problems using.
  11. ...I'd be curious if anyone, ANYone, uses this mod. 😃
  12. Oh thanks; I'm gonna gank that and add it to the repo. Updated the git, thanks again.
  13. Can you post that on something other than onedrive, maybe use Google drive? Thanks. Oh good you're here too; so there are recipes, I believe I stuck them under advanced engineering but I'm sure I didn't test.
  14. Sounds harsh but is absolutely true. Dust2death had a low poly vehicle mod but I dunno if it works in a20. Which vehicle has that tire error?
  15. New player models. So I can replace or better yet, add to them.
  16. Saw the edit message and want to explain: Sites like that mod hosting site do not often contain the most recent information and updates. It's always best to get info from the source, which is here. The gitlab link will or should always have the updated version but you may miss out on the features because sCore is what drives the mod. My side is just xmls and unity assets. Hope this helps others.
  17. 2 placed portals. A 3rd would get ignored. Remove the 2nd, then 3rd becomes 2nd and a new one after that ignored.
  18. Yeh so apparently anything beyond 2 gets ignored.
  19. I can't imagine why any mod would conflict but I don't know that other mod. So the way the portal names work I believe is that it just goes next on the list. I'm confirming with Sphereii. I do have a feature request in with him to append the player name to the portal name in code to avoid any issues.
  20. I did; I have two accounts, I joined both a P2P game and a dedicated server with the mod.
  21. Just tested on a dedicated server, same result. Granted, you have to unlock BOTH sides, but that seems "right" to me anyway.
  22. Make sure he grabs it again, just to make sure he has the latest version. I just loaded a P2P game (not using a dedicated server) and it works fine once BOTH portals are unlocked. I'm installing a server now to test on it. I'm using FuturePortal2 for reference. It uses: <block name="guppyFuturePortal2"> <property name="Extends" value="portalMaster"/> <property name="DisplayType" value="blockMulti"/> <property name="MultiBlockDim" value="3,3,3"/> <property name="Model" value="#@modfolder:Resources/gupFuturePortal2.unity3d?guppyFuturePortal2.prefab"/> <property name="CustomIcon" value="guppyFuturePortal2" /> <property name="Location" value="gupDestination01" /> <property name="RequiredPower" value="0" /> <!-- Uncomment to make Powered <property name="Class" value="PoweredPortal, SCore" /> <property name="RequiredPower" value="300" /> --> <!-- Uncomment to force Source/Destination <property name="Location" value="source=thisPortalMagic1,destination=thisPortalMagic2" /> --> <!-- Uncomment to make this a Destination Portal for another portal <property name="Location" value="source=samplePortal03,destination=NA" /> --> <!-- Uncomment to say I am samplePortal01, I go to samplePortal02, which is inside a prefab called farm_02 <property name="Location" value="source=samplePortal01,destination=samplePortal02,prefab=farm_02" /> --> <!-- Uncomment to hide the portal name <property name="Display" value="false" /> --> <!-- Uncomment to require a specified buff to see the portal name. --> <!--property name="DisplayBuff" value="buffyours" /--> </block>
  23. Interesting. I've passed the info to sphereii, do you have the latest SCore?
  24. Are you saying if you set a portal down someone else can't use it?
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