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DerRadikaleRichard

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Everything posted by DerRadikaleRichard

  1. Ok i was wrong. the effect roeloto used in his mod wasnt the same used for the effect of the night vision goggles, i searched some xml files and found quite a bunch of others aswell that im now going to test with im gonna post them here for people that search for something similar. <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Greyscale"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Infected"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Distortion"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Drunk"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Radiation"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Cold2"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Hot2"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Blur"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Dark"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="Posterize"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="1" effect_name="VibrantDeSat"/> If someone knows more screen effects i would apreciate if they could post them.
  2. Im currently working on a mod that adds new drugs/chems with an addiction system (possibly they will replace candy) and i would like to add some screen effects like increased saturation, brightness, field of view, sharpness, etc. Ive only found a few effects like this in robelotos custom zombies wich i think he reused from the the nightvision goggles so im asking if there are any other known effects like this or variations of the commands that i could use.
  3. I dont think so, we have only seen new objects getting animated (for example the gun itself having a moving bolt) the only thing possible right now would propably be to get rid of the vanilla hands and animate new ones but that takes alot of effort and might not even work in the end
  4. this is working in my game just need to put it into config\items.xml of a modlet you create
  5. <item name="ammoBlunderbuss"> <property name="Tags" value="ammo,shotgun"/> <property name="DisplayType" value="ammoShotgun"/> <property name="HoldType" value="45"/> <property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="Material" value="Mpaper"/> <property name="Stacknumber" value="120"/> <property name="Group" value="Ammo/Weapons"/> <property name="EconomicValue" value="5"/> <effect_group name="ammoBlunderbuss" tiered="false"> <passive_effect name="EntityDamage" operation="base_set" value="9.6" tags="perkBoomstick"/> <passive_effect name="BlockDamage" operation="base_set" value="1.6" tags="perkBoomstick"/> <passive_effect name="RoundRayCount" operation="base_set" value="10" tags="perkBoomstick"/> <passive_effect name="TargetArmor" operation="perc_add" value=".4" tags="perkBoomstick"/><display_value name="dTargetArmor" value=".4"/> <passive_effect name="MaxRange" operation="base_set" value="10" tags="perkBoomstick"/> <passive_effect name="DamageFalloffRange" operation="base_set" value="5" tags="perkBoomstick"/> <passive_effect name="EntityPenetrationCount" operation="base_set" value="1" tags="perkBoomstick"/> <passive_effect name="BlockPenetrationFactor" operation="base_set" value="51" tags="perkBoomstick"/> <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/> <passive_effect name="DamageModifier" operation="perc_add" value="1.5" tags="wood"/> </effect_group> </item> <item name="gunShotgunT0Blunderbuss"> <property name="CustomIcon" value="gunShotgunT0PipeShotgun"/> <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shotgun,shortRange,sideAttachments,bottomAttachments,stock,noSilencer,attStrength,perkBoomstick,canHaveCosmetic"/> <property name="DisplayType" value="rangedShotgunNoMag"/> <property name="HoldType" value="39"/> <property name="Meshfile" value="#Other/Items?Weapons/Ranged/blunderbuss/blunderbussPrefab.prefab"/> <property name="Material" value="Mmetal"/> <property name="RepairTools" value="resourceMetalPipe"/> <property name="DegradationBreaksAfter" value="false"/> <property name="SoundJammed" value="weapon_jam"/> <property name="CrosshairOnAim" value="true"/> <property name="CrosshairUpAfterShot" value="true"/> <property name="Sound_Sight_In" value="rifle_sight_in"/> <property name="Sound_Sight_Out" value="rifle_sight_out"/> <property name="Group" value="Ammo/Weapons,Ranged Weapons"/> <property name="RepairExpMultiplier" value="10.8"/> <property name="EconomicValue" value="250"/> <property name="ShowQuality" value="true"/> <property class="Action0"> <property name="Class" value="Ranged"/> <property name="Delay" value=".8"/> <property name="Range" value="40"/> <property name="Magazine_items" value="ammoBlunderbuss"/> <property name="Reload_time" value="3.9"/> <property name="Sound_start" value="blunderbuss_fire"/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value="dryfire"/> <property name="Sound_reload" value="blunderbuss_reload"/> <property name="AutoReload" value="false"/> <property name="Particles_muzzle_fire" value="gunfire_blunderbuss"/> <property name="Particles_muzzle_fire_fpv" value="gunfire_blunderbuss_fpv"/> <property name="DamageBonus.head" value="3"/> <property name="DamageBonus.wood" value="2.5"/> <property name="DamageBonus.earth" value=".2"/> <property name="ScopeOffset" value="-.00062,.088,.08"/> <property name="SideOffset" value="0,0,0"/> <property name="BarrelOffset" value="0,0,0"/> <requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/> </property> <property class="Action1"> <property name="Class" value="Zoom"/> <property name="Zoom_max_out" value="55"/> <property name="Zoom_max_in" value="55"/> </property> <effect_group name="gunShotgunT0Blunderbuss"> <passive_effect name="RoundsPerMinute" operation="base_set" value="75" tags="perkBoomstick"/> <passive_effect name="BurstRoundCount" operation="base_set" value="1" tags="perkBoomstick"/> <passive_effect name="MagazineSize" operation="base_set" value="1" tags="perkBoomstick"/> <passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkBoomstick"/> <passive_effect name="ModSlots" operation="base_set" value="6,6,6,6,6,6" tier="1,2,3,4,5,6"/> <passive_effect name="ModPowerBonus" operation="perc_add" value="0" tags="EntityDamage,BlockDamage"/> <passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/> <passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkBoomstick"/> <passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6" tags="perkBoomstick"/> <passive_effect name="WeaponHandling" operation="base_set" value="1.9" tags="perkBoomstick"/> <passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08" tags="perkBoomstick"/> <passive_effect name="SpreadDegreesVertical" operation="base_set" value="6" tags="perkBoomstick"/> <passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="6" tags="perkBoomstick"/> <passive_effect name="SpreadMultiplierAiming" operation="perc_add" value="-.13" tags="perkBoomstick"/> <passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="-.05" tags="perkBoomstick"/> <passive_effect name="SpreadMultiplierWalking" operation="perc_add" value=".15" tags="perkBoomstick"/> <passive_effect name="SpreadMultiplierRunning" operation="perc_add" value=".3" tags="perkBoomstick"/> <passive_effect name="KickDegreesVerticalMin" operation="base_set" value="8" tags="perkBoomstick"/> <passive_effect name="KickDegreesVerticalMax" operation="base_set" value="8" tags="perkBoomstick"/> <passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-4" tags="perkBoomstick"/> <passive_effect name="KickDegreesHorizontalMax" operation="base_set" value="4" tags="perkBoomstick"/> <passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="0" tags="perkBoomstick"/> <passive_effect name="DegradationMax" operation="base_set" value="50,100" tier="1,6" tags="perkBoomstick"/> <passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkBoomstick"/> <display_value name="dStatStunEffect" value="4"/> </effect_group> </item>
  6. I am currently working on a mod and one of the things its supposed to do is make burst mods different from semi and full auto by increasing the rate of fire signifficantly, however the porblem then is that you can just spam LMB and it will fire alot faster then a fully automatic weapon so i would need to be able to set a delay between each burst somehow. i cant do any real coding so im just loking for XMl code.
  7. i know i allways edited the vanilla xmls in the past but then my mod is incompatible with most other mods
  8. nope that wasnt it, the game actually reads the code without an error but instead gives me a warning that it didnt apply it to the xml but it doesnt tell me why WRN XML patch for "items.xml" from mod "Richards weapon overhaul" did not apply
  9. <remove xpath="items/item[@name='gunRifleT2LeverActionRifle' or @name='gunMGT1AK47' or @name='gunMGT2TacticalAR' or @name='gunMGT0PipeMachineGun']/@value"> ammo762mmBulletBall,ammo762mmBulletHP,ammo762mmBulletAP </remove> i want to remove all 762mm ammo from the lists of these guns but it doesnt work adding ammo with <append> works fine
  10. <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="AttachParticleEffectToEntity" particle="" local_offset="0,.3,0" parent_transform="Head"/> </effect_group> i need the name of a particle effect i can include in the code above. i have tried nozzlesmoke_chainsaw but it didnt work i know that the code works because when i use p_impact_metal_on_organic it spawns a blood effect.
  11. im looking for a way to remove the impacts that spray blood or dust when you hit a zombie or the ground ideally with a command that i can add to an ammo type and not the weapon itself. alternatively i could allso use a way to apply a buff to an enemy target by left clicking on it without actually connecting a shot however i havent found a way to do that for example the class "useother" didnt really work to apply a buff if you link it to an ammo type. any help is apreciated.
  12. how do you download this my browser cant open the link neither chrome or firefox
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