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h0tr0d

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Posts 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. 

    • Like 1
  3. 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"/>

     

  4. 9 hours ago, BubbaJoe said:

    Just as a question for arramus and everyone else. Is anyone else having issues with the Archon not using its melee attack very effectively? What's happening is the Archon is aggroing a player and descending toward them like normal, but it just sort of twitches around their player model and really ineffectively tries to melee them. Most of the time it never even manages to hit them with melee, it just kills them via its projectile attack (used at close range) instead. I tried increasing the range of the melee attack for the Archon as I had tested this with good results on the Siren and the Geist, but it doesn't seem to be changing the Archon's behavior. I understand it's part of the core zombie AI to zero in on a player's exact position, even if the zombie has a projectile, but the Archon seems to be doing this to the exclusion of using its melee. Trying to figure out if this is something wonky I've done or if other people are experiencing this.

    Yes you are correct. 

  5. 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.

  6. 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.

    • Like 1
  7. On 11/14/2018 at 4:46 PM, sphereii said:

    <gamestage stage="64"> <spawn group="feralHordeStageGS54" num="21" maxAlive="8" duration="2" interval="38" /> <spawn group="feralHordeStageGS59" num="21" maxAlive="8" duration="2" /> <spawn group="feralHordeStageGS64" num="21" maxAlive="8" duration="2" /> <spawn group="ZombiesNight" num="65" maxAlive="1" /> </gamestage>

    No longer the vanilla entry!

  8. 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.

  9. 3 minutes ago, Eighmy_Lupin said:

    Considering TFP have repeatedly said that having the zombies fit into their environment  is part of the plan and its their game, yeah. 

     

    If you're this desperate to see boobs I suggest using google....

    Yeah; it's cuz "I wanna see boobs". You're the boob.

    • Like 1
    • Haha 1
  10. 22 hours ago, Eighmy_Lupin said:

    That's kind of the point. She's not suppose to look like a stripper anymore. She's suppose to look like a hooker, call girl, clubber, shank at the bar, etc, so she fits into more locations than the boobie trap.

     

     

    yeah, cuz zombies outfits must match their surround...

    • Haha 1
  11. On 8/27/2020 at 11:26 AM, Slawa said:

    Love that UI =).

     

    Question, can you add skillpoints left to the ui? -if possible

    What do you mean by "skillpoints"?

     

    On 8/28/2020 at 9:42 PM, dragonslayer770 said:

    above the player stats or by the core temp that would be cool and thanks

    You want the coretemp by the outside temp? By player stats do you mean the stamina?

     

  12. That is outside temp; you want core temp? Where would you want it?

     

    22 hours ago, dragonslayer770 said:

    would u be able to put in the body timp or the outside timp? not sure witch one u are using.

     

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