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DerRadikaleRichard

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About DerRadikaleRichard

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  1. how do you download this my browser cant open the link neither chrome or firefox
  2. it shouldnt be too hard to figure out in wich xml you need to adjust some settings. In the loot XML file you will find these commands: loot_prob_template="ProbT0" loot_prob_template="ProbT1" loot_prob_template="ProbT2" loot_prob_template="ProbT3" they seem to be responsible for assigning the Item "Tier" and your gamestage defines what "Tier" you are allowed to get so changing everything to T0 will propably unlevel the entire loot but i guess that will be extremely unbalanced and make certain items like the doublebarrel shotgun or the iron pickaxe obsolete it could also mean that you will be able to obtain better loot from traders as a quest reward then you should but in previous alphas that was handled with its own loot group but it would be odd if they wouldnt have merged everything now that they have this "Tiered loot system"
  3. Im currently trying to do a small gameplay overhaul for 7 days to die simmilar to Romero-ish but a bit more leaning towards Resident Evil. in this overhaul i want zombies to be able to tank an infinite amount of gun and melee damage and the only way to kill them is to get a critical headshot. The Reason i want to do this specific overhaul is because i want zombies to not give a @%$*#! about any kind of damage unless it completely destroys their head or another body part because it seams odd to me that a zombie would die from getting shot in the leg. In other words: this overhaul is supposed to be a complete gorefest with exploding heads and limbs all over the place. To make this overhaul fun to play i need a reliable way to call upon critical hits without making it a 100% chance on every headshot because i do want every weapon to require its own amount of headshots to finish off a zombie. I could propably archieve this by adding a buff to the zombie once he gets hit by you. So if you use a pistol and you do a headshot it would apply the "HeadDamage5" buff if the zombie gets the same buff again it will result in the "HeadDamage4" Buff ones it reaches "HeadDamage1" the buff will apply a 100% critical hit chance for headshots if you use an AK it could apply the "HeadDamage3" Buff on the first hit so it would require less headshots. but that doesnt work for shotguns because all the pellets will hit at the same time so i need some command to tell the game that only if say 6 pellets of buckshot hit the head you will get a guaranteed critical. i would eventually have to just work with headshot multipliers like Romero-ish does but i really want to use the critical hits because it would just be awesome if every single point blank shot with a shotgun would explode the zombies head but if i leave it at the current random chance it means that even 1 pellet at 20 meters distance hitting the head could result in a critical wich would look odd and be slightly unbalanced in this new overhaul. The 44 Magnum, Sniper and Hunting Rifle will most likely get 100% chances on headshots out of the box but their range and arm/leg damage will vary. if it really turns out to work how I imagine it I could also implement stun and stumble effects into this system so for example if a zombie reaches "LeftLegDamage3" it could result in him falling over. Explosives and Fire would be Excluded from this system but i would propably rebalance them to be more powerfull and Rare/Expansive. And pls dont just say keep the random criticals and stuns because RNG just isnt fun. Also all the values above are just examples i dont know yet if the pistol should require 6 headshots while the Ak needs 3 im figuring that out later. If anyone has a solution for the shotgun problem i described pls post it below.
  4. Steam name: Der Radikale Richard Hours played: 481 Started on Alpha: 10 I think... (I remeber the old forge system with molds, having to craft sharp stones and that the spider was the screamer zombie i dont know if that was alpha 10) Discord name: Der Radikale Richard #4757 Native language: German (English is no problem for me) Operating system : Windows 10 PC: GTX1080TI I7 8700K 2x8GB DDR4 RAM
  5. Since the fun pimps are currently reworking the MP5 model and animations it might be a good move to also create the models for the G3 and (or) HK33 assault rifle since those guns share some of the parts with an MP5 (model would be easy to create with existing assets) and the animations would be nearly identical (they would only need to be adjusted for the thicker magazine) however both assault rifles would be very different from the mp5 or anything we have in the game right now since the g3 only has a 20 round magazine but it has a very long barrel and large caliber (larger then the ak and m4 but identical with M60) and could also get a modification to turn it into a Sniper rifle. I understand that this wouldnt be a priority since theres currently a "machine gun" for every Tier in the works but it would just seem to be easier to do then a completely new rifle and i just really like the G3 no matter in wich game it is implemented.
  6. yeah but the rage mode isnt a replacement for the extreme range the zombies have and they also wouldnt be slow zombies in that case anymore. what im asking for is that zombies close the distance to you upon attacking instead of hitting you from 2 meters distance.
  7. I just finished the resident evil 2 remake and one thing that i liked about the game is that it made "slow" zombies dangerous by giving them the ability to leap at you. so i was wondering if it is possible to use: <triggered_effect trigger="onSelfPrimaryActionStart" target="self" /> in the Zombiehand item to add a movement speed bonus whenever a zombie tries to hit you. this could propably replace the exrtreme range the zombies have so i would just reduce the range of all zombie hand items to balance things. i dont really have any example code on how to increase movement speed with this command if it is possible at all so any help is usefull.
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