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Posts posted by Blight
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So i tested all weapons again. Looks almost everything is OK now...
Only - that Crimson Hunter - YOU CAN USE ONLY PROPER AMMO !!! If you reload it with AP (black-tip) ammo, you get RED errors in log, and the weapon get invisible and can not shoot ! Then you need reload back to normal ammo, then is weapon again ok...
RAILGUN works perfect now - IT IS THE HAMMER MAN !!! LOOKS BRUTAL WITH 8X SCOPE + with mods = 630 DA MA GE LOL :)
Crimson works
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5 minutes test, looks like it is fixed. =)
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railgun has the same problem like the vulcan: http://prntscr.com/rr4f88
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Awesome work =)....
but found 2 errors. the kronos has a sound bug, after a few kills: http://prntscr.com/rr43u4
and the vulcan spams this, if you hold it on a dedi. server: http://prntscr.com/rr44r0
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damn snufkin, release that
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V 2.7 added. 4 new zombies: CopterCorpse, FireFly, FireSnake and SkullBird.
Also some new items that is useful in end game; supernailgun, steelbootsofhaste, magicplatearmor
New looks on zeds.
xml only version please =)
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yes (in a17) but the code needs to be tweaked now. he didnt run to you, just moving on the same place.
if you go to him, he hits you (animation works)
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For the shark what you could do is attach the prefab to another animal and using "TransformSetActive" to make the original mesh invisible.
That works?...
then please add a hitbox to the behemoth! o.o
<entity_class name="zombieBehemoth" extends="zombieTemplateMale">
<property name="Prefab" value="NPC4m"/>
<property name="SoundRandom" value="Enemies/Base_Zombie_Male2/zombiemale2roam"/>
<property name="SoundAlert" value="Enemies/Base_Zombie_Male2/zombiemale2alert"/>
<property name="SoundAttack" value="Enemies/Base_Zombie_Male2/zombiemale2attack"/>
<property name="SoundHurt" value="Enemies/Base_Zombie_Male2/zombiemale2pain"/>
<property name="SoundDeath" value="Enemies/Base_Zombie_Male2/zombiemale2death"/>
<property name="SoundSense" value="Enemies/Base_Zombie_Male2/zombiemale2sense"/>
<property name="Mesh" value="Monsters/Behemoth/BehemothRagdoll"/>
<property name="AvatarController" value="AvatarZombie01Controller"/>
<property name="ModelType" value="Standard"/>
<property name="WalkType" value="9"/>
<property name="ExperienceGain" value="6735"/>
<property name="MaxHealth" value="5000"/>
<property name="DeadBodyHitPoints" value="700"/>
<property name="PhysicsBody" value="zombieStandardFemale"/>
<property name="RootMotion" value="true"/>
<property name="HasDeathAnim" value="true"/>
<property name="ReplaceMaterial1" value="entities/zombies/materials/Z_eye1"/>
<property name="HandItem" value="meleeHandZombieBehemoth"/>
</entity_class>
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Really nice work but have a question, is it just me or caused uma zeds/this one here ram leaks (server)?
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Xml only version please
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In items.xml
<item name="[b]meleehandZombieGunner[/b]"> <property name="Extends" value="meleeHandMaster"/> <property name="CreativeMode" value="None"/> <property name="Degradation" value="99999" param1="true"/> <property class="Action0"> <property name="Range" value="2.1"/> <property name="DamageEntity" value="18"/> <property name="DamageBlock" value="10"/> <property name="Buff" value="buffArmBroken,buffInjuryStunned01"/> </property> <property class="Action1"> <!-- UseAction --> <property name="Class" value="Vomit"/> [color=#9b59b6][b]<property name="Delay" value="0.5"/> [/b][/color] <property name="Range" value="200"/> <property name="Infinite_ammo" value="true"/> <property name="Magazine_items" value="GunVomitProjectile"/> <property name="Sound_warning" value="ak47_reload"/> <property name="Sound_start" value="ak47_fire"/> <property name="Sound_end" value="ak47_fire_end"/> <property name="Buff" value="buffInjuryBleedingZombie,buffInjuryStunned0 1"/> </property> <effect_group name=[b]"meleehandZombieGunner[/b]" tiered="false"> <passive_effect name="ModSlots" operation="base_set" value="0"/> <passive_effect name="DamageFalloffRange" operation="base_set" value="50"/> <passive_effect name="MaxRange" operation="base_set" value="100"/> [color=#9b59b6][b]<passive_effect name="MagazineSize" operation="base_set" value="20"/> <passive_effect name="BurstRoundCount" operation="base_set" value="4"/>[/b][/color] <passive_effect name="SpreadDegreesVertical" operation="base_set" value="3"/> <passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="5"/> <passive_effect name="SpreadMultiplierIdle" operation="base_set" value="1"/> <passive_effect name="BuffProcChance" operation="base_set" value=".45" tags="buffArmBroken"/> <passive_effect name="BuffProcChance" operation="base_set" value=".25" tags="buffInjuryStunned01"/> </effect_group> </item>
different ways, this one is for the delay between the firerounds
<property name="Delay" value="0.5"/>
or
limit his magazine size, he will stop after 20 shoots (20x4)
<passive_effect name="MagazineSize" operation="base_set" value="20"/>
or this, he fires 4 projectiles at the same time, 1 will result in better performance
<passive_effect name="BurstRoundCount" operation="base_set" value="4"/>
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Robelotos, is it possible to create a zombie (military skin) which throws grenades (xml only)?
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a huge thanks =).
Question, "Zombie Fly" is invinsible, should be not or?
Edit: Ok, he is very mall xD
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Oh, did you go away from xml only? Thats bad, for servers :/
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Nono, thats a another thing.
His zombies has his own items with block dmg., which needs to be reduced.
But thanks
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woha ... release it!
btw. can we have a version with zero block dmg. for projectiles? would be nice.
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Here, for 18.2:
https://workupload.com/file/rPXrqehS -> ZERO block DMG., in this version
@Robeloto
<property name="AITask-2" value="RangedAttackTarget" data="itemType=1;cooldown=4;duration=8"/>
in a17 was it
<property name="AITask-2" value="RangedAttackTarget" data="1,4,8"/>
and the animation for the hands (they end now flamingarrowprefab.prefab, as example)
and please dont stop to work at this mod. add more =)
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Hi dmustanger with the new version when ever a player teleports they get a the MOTD. any way I can fix it. It didn't do it in the previous version. Thanks in advance
+1
can you fix it please ?
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We have some problems with the reserved slot system.
We have atm 14 reserved slots from donators.
Our Server most of the time full 45/45 players.
But players with a reserved slot cant join the server. i think the tool kick each other the reserved slot players.
We have sometime 5-10 players they try to connect.. and reserved slot player cant connect.
Sometimes they need 30 times to connect.
can you fix the system ? For our high active community works this not so good.
reserved slots are bugged.
2 ways to get reserved, admin OR on the reserved-list BUT you need both actually ^^.
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can we got an option to put the random factor from the infoticker-messages off?
our server messages looking like:
1,1,1,3,4,1,1,9...
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First... i love it, works really great and that without telnet =). Thanks!
i use coppi's mod -> https://7daystodie.com/forums/showthread.php?44835-Coppi-MOD-New-features
there is a command to change that chat color for a specific player.
can you write a fix, for your mod to ignore the "[colorcode]" (for gimme and other commands)? sorry for my english.
here is a picture (i think it is better to understand ^^): http://fs5.directupload.net/images/160723/g3qt45oy.png
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tp works now without problems on my server.
testet with tele xx to xx, custom command like tele {entityID} 1682 66 -1886
AND sethome. without problems
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any one get teleport to work (correctly)?
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Snufkin's Server Side WeaponS
in Mods
Posted
ok, now i know what you mean ...