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About Tehnomaag

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  • Birthday 03/20/1979

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  1. what are the constraints on using your own heightmap? grayscale png? max 256 levels between full white and full black? compression or no compression? what I'm trying to achieve is rather rough terrain 8x8 km map with significant amount of water between mountain peaks, basically, what I would like to do would be just taking the already generated heightmap and increasing water level by +25m or +50m and then re-running the map-gen for building placement. how would I go about achieving that? when I tried editing the heightmap the Nitrogen refused to import it.
  2. Hm that would make some sense I suppose. Otherwise it would be very hard to make a zombie rush from a little distance away if one starts opening some looooong open time container (like ammobox, for example) I have observed in some custom POI's in compopack. But if it would be possible to define a relatively tight additional volume around the container, linked to some further away volume it would be easy to arrange.
  3. Does anyone know if only and only the SleeperVolumeFlags determines the behavior of the zombies of the given sleeper volume or does there exist some other triggers as well that make the sleepers attack the player upon entry or reaching a certain point or touching a certain container? For example, what does the SleeperVolumeGroupId determine considering there also exists a SleeperVolumeGroup setting that seems to point to a setting defined somewhere else of what type zombies can spawn in a given volume?
  4. Seems fair. I mean it is kinda modding even if it originally started as a complaint about POI design decisions. Have been testing this everything awake (flag 1) for few days now. The zeds do seem to be more alert now, however, I really cant figure out if they still auto-attack sometimes or they are just really really alert sometimes. I suspect there is some other trigger somewhere as well that makes them attack upon entry. But I cant really claim that with high confidence as its an already running map I updated with these scripts, our "combat" characters are heavy arm
  5. It appears that the answer to the question I asked in the first post is "yes". With the help of Kalen on page 17 of the linked thread inspiring this question I have managed to get the scripts working and a dedicated server was able to boot up using the modified prefab files. There is 2 scripts - one changes all the auto attack volumes into normal passive sleeper volumes (2_to_0 script) and a second one changes all the normal passive sleeper volumes into "awake" sleeper volumes (the 0_to_1 script) where the sleepers are a bit more alert and tend to take note of your presence if you step into t
  6. Does anyone know if there is some other flag/mechanic than the SleeperVolumeFlags that makes the zombies in a given volume attack the player upon spawning? Got around poking in only few POI's last night after updating all the SleeperVolumeFlags in the game to be "1" (i.e., awake) - the zeds appear to be somewhat more alert as few waked up somewhat easier than before, especially, when sneaking into their apparent field of view, so that is interesting. But in one tier 3 fetch guest (compopack poi, so not vanilla thing) there were 6 zombies that spawned and attacked the player. I'm no
  7. Yeah. I was myself thinking of the same, that it would be really cool if there would be a way to set a volume flag to a random value. Ideally it would be done in-engine, but failing that a script running on a timer server-side might do something like that as well. The script worked now. Server booted just fine so its time for me to go poking and seeing how it goes. Thanx for the script and for the help in getting it to work for me.
  8. Heh. Thanx. Yeah I see now what I did. I kind assumed that the line I changed checks if the SleeperVolumeFlags has a value that is not equal to the number behind it. So it made a perfect sense that if its not 0 go look up all the 2's and change them to 0 and in the next script if its not 1 go change all the 0's into 1's. Ofc I should have spotted that mistake by more carefully checking the resulting xlm files and taking note that ALL the zeros in the file have turned into 1's and that is not the intent.
  9. Thanx for checking. It is possible that it is something that is installed on my side which causes the edited XLM files to update from version 1.0 to 1.1 causing this issue. Although if it is it must be something which is shared between my PC (W10 Pro) and the machine running our dedicated server (W8.1 Pro). I'll add an example file's for the red mesa. The original is clearly at xlm version 1.0 while the one after running the script twice is the version 1.1. I'll add the two versions of the script as well I used, but I doubt that it is something I did there, because all I did was leaving, basic
  10. The script works, in the sense that it goes and replaces all the "2" in SleeperVolumeFlags with "0" so it does exactly what is needed. However, the modified XLM files are failing to load. Apparently 7d2d uses XLM version "1.0", however, the visual basic, apparently, decides to save the files as XLM version "1.1" which, in turn, makes 7d2d to throw a tantrum when trying to load such an XLM file. 2020-10-14T18:48:02 32.634 ERR Failed parsing XML (skyscraper_03): 2020-10-14T18:48:02 32.635 EXC Version number '1.1' is invalid. Line 1, position 16. XmlException: Version number '1.1' is invalid
  11. Well ... we have the loot quantity significantly reduced as well. If my memory serves me correct we are currently playing at 33% loot quantity. And delete_all_on_death provides a consistent item sink to avoid the game being "done" the second you get a good Q6 armor and weapon with the right mods. So yeah ... them settings. Cant really complain about them, since we choose to set them ourselves. We are currently a bit over 200h in on our current map and it is still going strong. Full winter biome, no roads, as rough as it gets so there are bottomless cracks everywhere, all the cities set to wast
  12. Kinda depends on the settings one is playing at. My time estimates are based on playing with few slider cranked somewhat up. For example zombie speed can make a quite large difference in a difficultly of a given POI if one encounters an auto aggro room. At some settings just standing your ground in a light armor against a green swarm rolling in your direction can be a bit riskier strategy than when they are moving a bit slower. And ofc we do not mine in our current game, wich is kind of self inflicted handicap, but ammo is kinda scarce still and reserved for situations where things get par
  13. I would not call it "fear". Its more of an nuisance, annoyance, frustration, etc. After the first few auto-agro rooms it is not that hard to connect the dots. Then it is what ... about dozen different buildings, at most, if even that where the game sends you for missions so you know your eyes closed how, exactly, will this POI play out. Doing them over and over and over again ad nauseum. Like in red mesa (tier 4), for example, get next to the small tower, make hole in the wall, shoot all the sleepers in the head, get endgame loot head downstairs, there is 2 more auto agro rooms and then it no
  14. A fully combat specced character (steel armor, sledgehammer) does a lev 5 clear mission in about 30 minutes. With some variation depending on a POI. Let's call it "up to 45 minutes" to be on a safe side. Ofc a sneaker or not so combat focused character could spend hours on doing one, with all the auto agro rooms and then having to run away, stealth and wait for the zombies to settle down again and then circling back to get stealth kills on them.
  15. Following that argument to its logical end. MAJORITY of sleepers (2/3, roughly) are pretty passive and you have to basically step on their fingers to get them to wake up. It is that about 1/3 of the sleeper volumes react to a player presence in given volume and not something that player does "wrong". If one includes the wilderness zombies as well (a minority, of total zombie population as you pointed out) I'd say that roughly 20 to 25% of all the zombies a player encounters are these auto agro ones.
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