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Blight

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Posts posted by Blight

  1. 6 hours ago, ArNaLdInHo said:

    Go to entityclasses.xml (vanilla files) and edit the EntityLootContainerBoss -like you said.
    <property name="Mesh" value="#Entities/LootContainers?super_chestPrefab.prefab"/>

    and most of the vanilla zombies using
    EntityLootContainerRegular  (zombieTemplateMale)





     

     

  2. Put that into entityclasses.xml

     

    <entity_class name="CustomJuggernautDrop">
        <property name="Mesh" value="#Entities/LootContainers?super_chestPrefab.prefab"/>
        <property name="ModelType" value="Custom"/>
        <property name="Prefab" value="Backpack"/>
        <property name="Class" value="EntityLootContainer"/>
        <property name="Parent" value="Backpack"/>
        <property name="IsEnemyEntity" value="false"/>
        <property name="TimeStayAfterDeath" value="1200"/>
        <property name="LootListOnDeath" value="73"/>
        <property name="Faction" value="none"/>
    </entity_class>

     

     

     

    and link it to the Juggernaut

            <entity_class name="ZombieJuggernaut" extends="Zombie_Template">
                <property name="Archetype" value="Juggernaut" />
                <property name="LootDropEntityClass" value="CustomJuggernautDrop"/>

  3. Snuf, can you please add Ghillie to the visual mod =)?

     

     

    Edit:

    The vanilla game has a bug with the anvil. If you wear and hold it (belt) then you get the craftingbonus of it, which works on the miner.

     

     

     

    Here is a fix, if you want it for your mod:

     

    <item name="toolAnvil">
        <property name="UnlockedBy" value="toolAnvilSchematic"/>
        <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="Msteel"/>
        <property name="Weight" value="200"/>
        <property name="Stacknumber" value="1"/> <!-- STK loot -->
        <property name="EconomicValue" value="240"/>
        <property name="Group" value="Tools/Traps"/>
        <property name="DisplayType" value="toolAnvil"/>
        <effect_group tiered="false">
        <passive_effect name="CraftingTime" operation="perc_add" value="-.333"/>
        <display_value name="dCraftingTime" value=".5"/>
        <triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="AnvilFix" />
        <triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="AnvilFix" />
        </effect_group>
    </item>
    
     
    
    <buff name="AnvilFix" hidden="true">
        <stack_type value="ignore" />
        <update_rate value="1" />
        <effect_group>
        <passive_effect name="CraftingTime" operation="perc_add" value="+.333"/>
        </effect_group>
    </buff>

     

     

  4. Must be a dedicated problem, have tested it now in SP., with a stack of research cameras and just one. both are working.

     

     

    Edit: Strange, it works on my self hosted dedicated... need some testing

     

    Edit2: Tested everything now, a 1:1 copy of every file from the server to my own pc (+own hosted dedicated) and it just works on the test server... hmm

     

  5. Hi snuf, the quality from the lootboxes didnt work correctly. Its 90+% just q2

     

     

    http://prntscr.com/ryn7l6

     

     

    Edit: used this one (50 chests): http://prntscr.com/rynx4i

     

    <qualitytemplate level="1,999999">

    <loot quality="2" prob="0.3"/>

    <loot quality="3" prob="0.25"/>

    <loot quality="4" prob="0.2"/>

    <loot quality="5" prob="0.15"/>

    <loot quality="6" prob="0.1"/>

    </qualitytemplate>

     

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