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h0tr0d

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Everything posted by h0tr0d

  1. 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"
  2. 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.
  3. 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.
  4. 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"/>
  5. Ya gotta rename the wrench item and steel spear parts within the recipes.xml.
  6. The radiation audio clip is looped and does the same as the fire .wav...kill a zombieSiren and the Geiger counter sound stays there.
  7. It's the ranges and sphere attached to the hand items.
  8. 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.
  9. 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.
  10. Check out the materials.xml. As far as multipliers...check out the first item in the items.xml.
  11. Outstanding work; donation sent. I was working on stuff and found you had already done something I was trying. Now I can use this to help make the game more interesting! However, the giant zombie uses the new biker model and is just a huge biker atm and I'm not hearing noise with white noise...but it gives me alot to work with.
  12. You tried to make the in-game army truck drive-able?
  13. Screw real life I want the ui.
  14. How do you know which offsets/scales to use for your item modifiers, scopes in particular.
  15. Yeah; it's cuz "I wanna see boobs". You're the boob.
  16. I'm not seeing a download or any pics/videos?
  17. Worked with adding skill points and core temp but skill points was giving me issues. Core temp I could still add but there doesn't seem to be much call for it; still want that?
  18. yeah, cuz zombies outfits must match their surround...
  19. Not that I don't like the new models but the new stripper actually looks more a hooker than a stripper. Bring back the strippers!
  20. What do you mean by "skillpoints"? You want the coretemp by the outside temp? By player stats do you mean the stamina?
  21. How about this @Slawa? I will work on getting the icons in; for now I just changed the color so that it was easier to distinguish between the time and the temperature. Mods2.zip
  22. That is outside temp; you want core temp? Where would you want it?
  23. If you want different text above the toolbar just let me know!
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