-
Content Count
551 -
Joined
-
Last visited
-
Days Won
1
h0tr0d last won the day on October 1 2015
h0tr0d had the most liked content!
Community Reputation
38 ExcellentAbout h0tr0d
-
Rank
Reconstructionist
Personal Information
-
Location
So Cal
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Army truck: Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "Entities/Cars/Army Truck_256087/Physics/Box1/tempPrefab_armyTruckPrefab/armyTruck", Mesh asset path "" Mesh name "army_truck_collider" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path
-
If you pick up the army truck it vanishes and if you place it you get this: Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "Entities/Cars/Army Truck_256087/Physics/Box1/tempPrefab_armyTruckPrefab/armyTruck", Mesh asset path "" Mesh name "army_truck_collider"
-
I found that that once you started enabling up down left right with a flying vehicle it became OP. The difficulty that comes with maneuvering the gyrocopter helps mitigate the advantages it offers. Wasn't meant to rain on your parade; I like the use of the fans but I am not a fan of VTOL.
-
This is an open-world PvP server which essentially means a PvP server with no raiding. 3x loot 3x XP Max zombies. 100 minute days Seasonal changes ( mean that as the calendar year progresses there are changes in-game to reflect it to a degree) Some mods (.xml only) which include mine, and Snufkin/Robeloto/Arramus zombies as seen here: Toxicity/bull@%$#/drama ends the minute the admin sees it. Think of it as a friendly PvP server...you can play without worrying about people destroying your base or offline-raiding you. Low population but we want quality over q
-
very nice man; I burnt out but you're picking up steam! I wonder if those xui errors were due to the word being spelled Custon and not Custom.
-
If you're looking into angles etc. for the archon and flying things swinging in angles look at item properties such as <property name="UseGrazingHits" value="true"/> <property name="GrazeStart" value=".515"/> <property name="GrazeEnd" value=".52"/> <property name="SwingDegrees" value="65"/> <property name="SwingAngle" value="160"/>
-
Ya gotta rename the wrench item and steel spear parts within the recipes.xml.
-
The radiation audio clip is looped and does the same as the fire .wav...kill a zombieSiren and the Geiger counter sound stays there.
-
It's the ranges and sphere attached to the hand items.
-
Yes you are correct.
-
Some great stuff here; few things I noticed. 1) the shark zombie spams errors and I have to alt f4 (I didn't look too much into it) 2) The explosion particle index for the juggernaut's rockets are set to be exploding cars. I think maybe you want the regular explosion? <item name="JuggernautProjectile"> <property name="Meshfile" value="#Other/Items?Weapons/Ranged/RocketLauncher/rocketPrefab.prefab"/> <property name="Material" value="Mmetal"/> <property name="CreativeMode" value="None"/> <property class="Action1"> <property name="Cla
-
Well damn; some of what I have been workin on this past 2 week appears! Thought what I had was unique and unveiled them to a few people not long ago...@stallionsden can attest! Timing. I'll still upload a few I don't see here; glad to see others think along the same lines. Nice stuff.
-
I suppose you could try altering this entry in items.xml and then looking at the nailgun. Only try Action0 as the repair action for the zombie hand and not Action1. <item name="meleeHandZombie01"> and then looking at the nailgun. <property class="Action1"> <!-- UseAction --> <property name="Class" value="Repair"/> <property name="Delay" value=".73"/> <!-- Repair actions still need the delay amount --> <property name="Repair_amount" value="1000"/> <property name="Upgrade_hit_offset" value="-5"/> &
-
What controls XP gained from upgrading blocks?
h0tr0d replied to -Holo-'s topic in Discussion and Requests
Check out the materials.xml. As far as multipliers...check out the first item in the items.xml. -
As it stands ( as far as I can figure) once you hit about 100 here (value=) the impact sound becomes metal. <passive_effect name="PhysicalDamageResist" operation="base_set" value="100"/> Adding the below entry does not change it: <property name="SurfaceCategory" value="organic"/> Does anyone know a workaround for this?