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Blight

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Posts posted by Blight

  1.  

    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

    http://prntscr.com/rsp9ur

  2. 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 =)

  3. 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>

  4. 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"/>

  5. 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 =)

  6. 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 :)?

  7. 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 ^^.

  8. 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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