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Milkshakes

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About Milkshakes

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  1. I love this mod, it's nice to see it updated and kept relevant which I didn't think would happen. Honestly the only one thing I would request for, is a fix for the white textures (specifically the tub) as they are 'glowing' to a certain degree even in complete darkness. The problem has always been present and turned me off from using certain items, which you get to live with when the mods abandoned but now there's hope again! If you could look into that, it would really improve the immersion part 😃
  2. Milkshakes

    A19 NPCs DMT Mod

    I used to think the reload was causing the bottleneck, so yeah maybe. It'd be great if you could look at it, I could make a bunch of aggressiveness/firing-mode presets and put them here for anyone that would care about that sort of thing like I do.
  3. Milkshakes

    A19 NPCs DMT Mod

    However using Walktype 7 (as proof of concept) made made the rest of the code for Burst firing-mode work for my ranged character, as shown in the video. I'd be interested in fixing the existing ones for pistol and rifle to allow similar functionality, those aren't playing nice with the rest of the configs.
  4. Milkshakes

    A19 NPCs DMT Mod

    So Xyth I've tried literally every setting to isolate possible culprits, I can safely say now that the ONLY thing preventing different fire modes is WalkType animations, not sure what changed from A18 to A19 but there's the answer. I'd fix it but I have no idea how to do that, since it's gotta be in the Assembly-Csharp file. burstyguy.mp4
  5. Milkshakes

    A19 NPCs DMT Mod

    That's what I thought, but NPCs keep running straight into Melee Range to shoot me/z's, not sure why. I was able to mitigate that by adding: <property name="AITask-2" value="RunawayFromEntity" data="class=EntityZombie,EntityEnemyAnimal;safeDistance=5"/> (Assuming any type/form of ApproachAndAttack is commented off) When I was experimenting with the default Task "RangedAttackTarget", I learned if you go too close the NPC will resort to melee anyway. While with "RangedAttackTargetSDX, Mods" the NPC will not. This wasn'
  6. You mean prefablist for Nitrogen "as is"... or just standalone prefabs? If it's the latter, keep in mind it utilities assets from the mod itself, you'd have to go around striking all of those to get it to work standalone then make a prefablist, not terribly difficult but time consuming.
  7. Milkshakes

    A19 NPCs DMT Mod

    Tried everything I could think of (except making ammo a projectile, which I suspect would "work" but then it's not really hitscan) and wasn't able to get the job done thru XML. I figured if I can make them fire quickly then give them a cooldown, then it's the same no? But at best, there's almost like a forced 1.5s CD in between each shot, and strangely enough this is limited by animation. Rifle being the "buggiest" while idle, zombie and even crawling they fire nonstop every half second, maybe there's something there? a place to start. Unrelated to th
  8. Milkshakes

    A19 NPCs DMT Mod

    Is there a way to make an NPC auto fire or burst fire? Playing around with attackperiod and weapon delay I managed to increase the rate by quite a bit, but it's still a bunch of awkward one-taps and if you go too low the npc gets confused and doesn't shoot at all.
  9. On the paint/textures note, how does this currently work? I've always been itching to create a texture pack cause it's something I'm good at, but information how to add such new textures into the game is obscure, could never really find anything about it.
  10. ( ͡° ͜ʖ ͡°) I don't know if this has been mentioned before or it just went under the radar, but as someone who's been looking forward to the bandits for a long time this pleases me greatly. Any rough idea on how much priority does this have on the overall roadmap, or how soon'ish can we expect some teasers?
  11. Is it possible to set multiple sources for the DowngradeBlock function? would be handy for a little pet project
  12. Milkshakes

    A19 NPCs DMT Mod

    I tried again now just to be sure, doesn't work. NPC is patrolling his route, but still had it's option for dismissal overridden by (Patrol your route) none of the other options can alter this either.
  13. Milkshakes

    A19 NPCs DMT Mod

    Xyth I'm running into an issue where the displayed dialogue options are limited, and if I order an NPC to learn a patrol route the option to "Dismiss" goes away, is there a workaround this?
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