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rickyralph

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About rickyralph

  • Birthday 06/01/1989

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  1. So, that is not a "bug" currently. It's to do with the way the animation is set up and the way it's called in the XML file. The animations are setup as a bool state (meaning either true or false) and are called depending on the action of the player. the true state represents the mouse key being "active/pressed" while the false is the opposite, not active/pressed. It needs to be the mouse key because it represents the players item action key in the xml files. So if you are holding the mouse button then the player action key doesn't change from true to false. For non auto weapons this means you get the weapon firing mechanic playing for as long as the key is held. I am not sure if there is another state that would only effect the weapon being held. So i will not be able to change this as of right now.
  2. Added in no perk crafting. The localization of the perks hasn't been changed though, I might change it but haven't made the effort yet.
  3. @Reckis no worries, I did notice that I had the best luck funding the guns in the big gun safe or the large weapon bags.
  4. @Reckis no worries, I did notice that I had the best luck funding the guns in the big gun safe or the large weapon bags.
  5. @Reckis So i went through and tested the mod out in a new world and it works for me. If you're getting higher level pistols then you will also get my weapons at a higher level. But that doesn't mean when you are looting you will always get higher level. In my test world I got level 3 and 4 of my FN57 which is the only T1 weapon, the rest are T2 and T3, but I also found a couple level 1's. This isn't my code being setup wrong but rather the way TFP has the loot setup. Hope this helps.
  6. @Reckis okay, thanks. I have checked the code and shouldn't be any different then vanilla since I am adding my guns into the loot groups for the other similar guns. I will test it and see what I can find.
  7. Ok, down loaded your gun mod. It's sick man. Gun textures are the best I've seen so far. For goodness sake keep working on this!

    1. rickyralph

      rickyralph

      Thank you, but the textures are not my own. They are free assets on unity. I imported them into unity, setup the animations, the hand and mod placement, and the xml files are my work. I do have some more in the works but they are still a work in progress.

    2. leatherwolf2000

      leatherwolf2000

      I would be more than willing to purchase a larger pack in the store if it helps. Let me know what I can do. I could also probably get my hands on good sound files if needed. Anyways, thanks for the work.

  8. I have similar modlets on my page if you want to check them out. I have a modlet that adds in 4 guns and a mod that adds in 5 melee weapons (mainly bladed). I thought about reworking this mod, but I am not sure which assets were paid for, if any and don't want to risk taking an asset that was paid for.
  9. Guns that are added. Melee Weapons added.
  10. Guns: Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds in 4 modern guns ((T1)FN57 (Gunslinger), (T2) 1911 (Gunslinger), (T2) M4A1 (Machine Gunner), and (T3)SCAR (Dead Eye). The FN57, 1911, and M4A1 can be unlocked by their respective perks or schematics, while the SCAR is schematic only. They all level off of there perks, use their own custom ammo, and all mods should work and show properly. All animations for firing and reload should work and look somewhat "normally".(Sidenote - none of the new ammo has ammo bundles setup because I always play with larger stacks mods on. The code is partially there and can be finished if it is needed for players who don't use stack mods.) Melee Weapons: Google Drive ***Needs to be installed on both the server AND client sides, due to custom icon(s)/assets*** Adds in 4 Blade weapons ((T1) Tanto (Deep Cuts), (T2) Hisu Knife (Deep Cuts), (T2) Wakizashi (Deep Cuts), and (T3) Katana (Deep Cuts)) and 1 Axe ((T2) Tomahawk (Miner 69r)). The Tanto, Hisu Knife, and Wakizashi can be unlocked by their respective perks or schematics, while the Katana and Tomahawk are schematic only. They all level off of there perks and all mods should work and show properly. Buff Adjustments: Buff Adjustments.zip This changes the injury times for the broken arm, broken leg, sprained arm, sprained leg, concussion, and lacerations. The sprains are changed to 5 minutes and the broken, concussion, and laceration are changed to 30 minutes. If you want to change it the time then edit the black numbers for the respective buff (the buff times are in seconds so if you want to have an X minute buff then multiple it by 60). No Perk Crafting: noperkcrafting.zip This changes the crafting system by removing the ability to just craft after learning the perk. It now requires you to read the schematic and have a point in the perk to be able to craft items. There is a work around if you want to test out certain weapons, If you acquire enough schematics of a given item you will be able to craft a level 1 and try the weapon out. The leveling of weapons still goes off of the perks, so if you want to craft higher tier gear you need to spend the points. ************************************ I have tested all the mods and tried to fix what I saw. However if there are any mistakes, I will gladly fix them. Also as a side note, depending on the feedback I am looking at adding a few more weapons (guns and melee) but want to see what feedback I get first. **All unity models used are free from the unity store** **A big Thank You to Xyth, Khaine, and Russaindood for the tutorials and information I needed to complete these mods**
  11. I can try to make a video, no promises. It's all dependent on time. I am also not good at it. more of just looking at how the xml files are configured and changing them to what I want. The unity videos xyth did a few years ago are still very relevant to now also. But I can try to put a video together of how to make a weapon from a unity asset and adding it into the game.
  12. I figured it out thanks to xyth on the 7dtd discord channel. Items don't use tags or colliders and I think that was causing the weapons to ghost through the world when dropped. Thanks again xyth. But that's good to know if I am having similar issues. Thanks mr.devolver.
  13. Modded weapons are falling through the terrain. I created a mod for some weapons from the asset store in unity. The mod is complete and I am able to find them in the creative menu, I am able to hold them and fight with them. Everything looks good, except when i drop them they just fall through the terrain. My first guess was something wrong with the box collider, but have made changes with no changes in the game. My next guess is I am using the wrong tag "T_Mesh_B". I am honestly clueless about the tags though so I have no guess what to change it to. Any help would be appreciated.
  14. That will just be for the T1 loot group for gunAmmoAdvancedGunslinger. So whatever was meant to be added in that group won't be added.
  15. I haven't tried any of his mods but I didn't see any mention of a A19 update to his mods. So some might not work as intended and will need to be tested and fixed.
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