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Sarakatunga

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Posts posted by Sarakatunga

  1. Hello community, I am creating a buff that executes the "callgameevent" "event" parameter. The buff generates a supply box similar to "sc_General". It works but I don't know why some players can't pick up the supply box.
     

    		<action_sequence name="Accion_Premio">
    			<property name="allow_user_trigger" value="false"/>
    			<property name="category" value="twitch_actions"/>
    			<action class="SpawnContainer">
    				<property name="entity_names" value="Caja_Premio_Spawn" param1="cratename"/>
    				<property name="spawn_count" value="1" param1="spawncount"/>
    				<property name="air_spawn" value="true" param1="airspawn"/>
    				<property name="safe_spawn" value="true"/>
    				<property name="min_distance" value="4"/>
    				<property name="max_distance" value="20"/>
    				<property name="yoffset" value="150"/>
    			</action>
    		</action_sequence>

    That's how I have it, I want anyone to be able to pick up the box but it happens that only some can. I'm missing something in those parameters, I've been dealing with this for days.

  2. 2 hours ago, toores said:


    YES PLEASE!
    What we actually could use is a sepparate volume control for these artificial weird "sinister atmosphere" samples. Ambient sounds increase immersion, those "sinister atmosphere" samples take it away.
    I would prefer dithching them all and improving on ambient sounds of the actual environment (the sounds that make senses to be there).

    They have a high resolution in sound, Sound Overload, weapons, this causes game crashes. Nose, in its new 2022 engine it is solved... there is more...
     
     
     
     
     
  3. A few criticisms that were surely received haha, no offense. Are they so limited? In basic models they are even aberrant compared to other games, just as the 3D lods are a disaster in everything that is overloaded. They cover windows in buildings so that they cannot be seen in the background! oh really? alpha22? Are they still like this? There was a mod like that. That's fine, but another thing is that old alpha trees consume a lot of video. Modders do magic on models with their game. These are the only trees. "treeFirLrg01, treeMountainPine31m." and I believe some more, the map of them can be overloaded and it does not take away as many fps as the others...!

    now I see my gyro... in alpha 22. hahahahaha remove.xml
     
     
     
     
     
     

    armpG9d_700b.jpg

  4. I hope they change that horrible gyrocopter and make a passenger one, for example a Bell 206, or another model but not the gyrocopter. I remember that in alpha 20 I made a helicopter and several vehicles for my server but I was never able to publish it since in 21 they destroyed my mod like some modders.
     
    I only have an image of the alpha 18 🥲
     

    HellCopter.png

  5. There is a problem with trader protections. I was creating a custom trader and realized that the game is not sending the proper information to the client. So players can build and destroy trader to their heart's content unless they have custom "trader" prefabs in the MODS folder. It can also happen eg: If you delete trader_rekt from the game folder and enter any server you can destroy that same trader or place claim, blocks etc. No logs etc are needed, this is more than enough.

     

     

     

    A21.1_2023-08-24_16-47-12.jpg

  6. Hello community of 7 days. I'm trying to add buff to the vehicles but I don't know why EntityTagCompare doesn't work. When I write !EntityTagCompare it works but on all entities haha. I am putting the exact name of the vehicle but it cannot detect it.

    in alpha 20 it works! I don't know what happens with entitytagcompare that it can't call the vehicle to insert the buff.

     

    			
    <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="selfAOE" range="100" buff="buff4x4Health">
    <requirement name="EntityTagCompare" target="other" tags="4x4Healt"/>
    <requirement name="NotHasBuff" target="other" buff="buff4x4Healt"/>
    </triggered_effect>

     

  7. 4 hours ago, Jugginator said:

    Hopefully, this will be fixed for A21. Kind of a rare thing, but we haven't seen it in a while after a round of fixes was done. Hopefully... I hope.

    They say that in alpha 21 they solve this problem? In which part did they say it? I can not find it 🥲

  8. 21 hours ago, faatal said:

    Last week we made some graphics improvements to fix two old issues. Ambient occlusion did not render on certain plants properly, so that was fixed by switching to a new mode. Unity's screen space reflections were disabled because they barely did anything, so we switched SSR systems, which now definitely shows reflections and has more features than Unity's and complements the reflection probe system.

    hi. very good. They also need to check and optimize several trees that were left in old alphas and consume quite a lot of fps even with low details. Could get more fps :)

  9. Hello, people of 7 days, I have a question about zombie entities. I see that when a period of time passes, for example 20 hours of the "Game" Any z entity or zombie dog is killed by the game itself. Does anyone know how I can do to avoid this? I want to make a zombie boss that has a lot of life but since the players take a long time to kill him since he is a "boss" the game ends up killing him. I tried putting another entity as an enemy animal, it works but sometimes the animation atrophies and gets stuck. There is no case right?

     

  10. On 8/17/2022 at 3:51 PM, Maharin said:

    Open up biomes.xml and head to the bottom (or search for "road", which should take you to the bottom).

     

    <pois>
    	<!--poi name="Road Concrete" poimapcolor="#3a3020" prefab="road_concrete" surfaceoffset="0"/><poi name="Road Asphalt" poimapcolor="#272f48" prefab="road_asphalt" surfaceoffset="0"/><poi name="Road Gravel" poimapcolor="#806f52" prefab="road_gravel" surfaceoffset="0"/><poi name="crossing" poimapcolor="#f6ff0f" prefab="street_crossing"/><poi name="Water" poimapcolor="#0063ff" prefab="water_7_wide" surfaceoffset="0" /-->
    	<!--<poi name="Water" poimapcolor="#0063ff" blockname="water" ypos="56" old water set method/-->
    	<!--<poi name="Water" poimapcolor="#0063ff" prefab="water" ypos="56"/>-->
    	<poi name="City Asphalt" poimapcolor="#1" blockname="terrAsphalt">
    		<blockontop blockname="carsRandomHelper" prob="0.0015" rotatemax="3"/>
    	</poi>
    	<poi name="Country Road Asphalt" poimapcolor="#2" blockname="terrAsphalt">
    		<blockontop blockname="carsRandomHelper" prob="0.0015" rotatemax="3"/>
    	</poi>
    	<poi name="Road Gravel" poimapcolor="#3" blockname="terrGravel">
    		<blockontop blockname="carsRandomHelper" prob="0.0005" rotatemax="3"/>
    	</poi>

     

    Change the prob="0.0015" to some higher value.  Start with small changes.

    ooh!!. Thank you very much!. now it is much better! 🙃
     
  11. On 3/9/2022 at 7:35 PM, Jugginator said:

    That error SHOULD (big disclaimer on should) not have any bad effects on the player, but it happens when you use multiple steam accounts. You can get rid of the bug by using the Launcher Cleaning Tools to wipe the game settings (or just delete the registry for 7 days to die). Will be fixed in 20.4

    Great it worked successfully. Thank you very much for your time in responding and for the solution Mr. Jugginator 😃

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