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h0tr0d

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h0tr0d last won the day on October 1 2015

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About h0tr0d

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  1. 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 "Entities/Cars/Army Truck_256087/Physics/Box1/tempPrefab_armyTruckPrefab/armyTruck", Mesh asset path "" Mesh name "army_truck_collider"
  2. 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"
  3. 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.
  4. 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@%$#/drama ends the minute the admin sees it. Think of it as a friendly PvP server...you can play without worrying about people destroying your base or offline-raiding you. Low population but we want quality over quantity and this is where you can enjoy PvP without any of the bull@%$# that may exist on other servers. If ya want low stress and simple here it is!
  5. 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.
  6. 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"/>
  7. Ya gotta rename the wrench item and steel spear parts within the recipes.xml.
  8. The radiation audio clip is looped and does the same as the fire .wav...kill a zombieSiren and the Geiger counter sound stays there.
  9. It's the ranges and sphere attached to the hand items.
  10. 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="Class" value="Projectile"/> <property name="DamageEntity" value="125"/> <property name="DamageBlock" value="1000"/> <property name="Explosion.ParticleIndex" value="4"/><------4 has cars exploding as part of the explosion. 5 is the normal rocket boom. <!-- which Prefab/particle is used --> <property name="Explosion.RadiusBlocks" value="5"/> <!-- damage radius for blocks --> <property name="Explosion.RadiusEntities" value="4"/> <!-- damage radius for entities --> <property name="Explosion.DamageBonus.water" value="0"/> <property name="Velocity" value="18"/> <property name="FlyTime" value="2"/> <property name="LifeTime" value="4"/> <property name="CollisionRadius" value="0.75"/> <property name="DamageBonus.earth" value="0"/></property> <effect_group name="JuggernautProjectile" tiered="false"> <passive_effect name="ModSlots" operation="base_set" value="0"/> <passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/> <passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/> <passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/> </effect_group> </item> 3) Was looking for the sound played for scorcher b/c when I killed him the sound remained attached to that spot, even after the corpse was gone. This is usually the case with the looped .wavs. 4) Maybe make the cowhead dude bigger so the skull doesn't look like a kid wearing his dad's hat which is too big. I had my own banshee that flew and screamed; I'll share when I'm finished. I think a banshee's weapon should be a scream which stuns the player and that the banshee should fly! Love the ingenuity from you guys.
  11. 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.
  12. 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"/> <property name="Repair_action_sound" value="nailgun_fire"/> <property name="Upgrade_action_sound" value="nailgun_fire"/> <property name="Allowed_upgrade_items" value="resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoor1_v1,vaultDoor01,scrapHatch_v1,vaultHatch_v1,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail"/> <!--<property name="Restricted_upgrade_items" value="concrete"/>--> </property> <property name="Group" value="Tools/Traps"/> <property name="RepairExpMultiplier" value="10.8"/> Only try Action0 as the repair action for the zombie hand and not Action1. Zombies won't have the upgraded materials to repair so I'd try <property name="Allowed_upgrade_items" value="*"/> or <property name="Allowed_upgrade_items" value=""/> to start. Have fun messing with it!
  13. Check out the materials.xml. As far as multipliers...check out the first item in the items.xml.
  14. 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?
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