Jump to content

Bishdariel

Members
  • Posts

    1
  • Joined

  • Last visited

Everything posted by Bishdariel

  1. Hello Snufkin, thanks for all the work. However, i may have found a little problem. I am running your mod on a dedicated Server (Alpha 18.4). On my server all your new z-types work. With two exceptions. The Psycho does not always have its weapons as a graphik. The Siren sometimes is running around without a head (speakers). As a admin i can spawn several zeds of those two types. Some have weapons/head(Speakers) some do not. Odd Thing. In the logfiles i can see this: --- 2020-05-02T13:37:03 2054.728 INF Entity zombiePsycho 495995 killed by Bishdariel 171 Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "Entities/Enemies/zombiePsycho_495995/GameObject/Graphics/Model/zombie_maleRagdoll/UMA_Female_Rig/Global/Position/Hips/LowerBack/Spine/Spine1/LeftShoulder/LeftArm/LeftForeArm/LeftHand/tempPrefab_sack/Handle/main1/main2/tempPrefab_wrenchPrefab/wrench_LOD0", Mesh asset path "" Mesh name "wrench_LOD0" (Filename: Line: 0) --- I suppose it is the "buffs.xml" that might cause this, using deprecated elements? <buff name="psychoDeco" hidden="true"> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Industrial/hoistHookPrefab" local_offset="-.2,0,0" local_rotation="0,180,90" parent_transform="RightHand"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Items/Misc/sack.fbx" local_offset="-.5,-.075,0" local_rotation="0,0,-90" parent_transform="LeftHand"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftHand" transform_path="sackMesh"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftHand" transform_path="sack_LOD1"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftHand" transform_path="sack_LOD2"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Knives/machetePrefab.prefab" local_offset="-.04,0,0" local_rotation="-10,90,0" parent_transform="main1"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Tools/wrenchPrefab.prefab" local_offset="0,0.04,0" local_rotation="0,-90,0" parent_transform="main2"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Knives/machetePrefab.prefab" local_offset="-.04,.4,0" local_rotation="10,90,180" parent_transform="main3"/> </effect_group> </buff> and <buff name="SirenDeco" hidden="true"> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Electrical/loudspeaker" local_offset="-.06,.27,0" local_rotation="0,-90,180" parent_transform="Spine1"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Electrical/loudspeakerPrefab" local_offset="-.2,-.27,0" local_rotation="90,0,90" parent_transform="Spine1"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Club/Club_Wood_Branch.FBX" local_offset="-.3,0,0" local_rotation="-45,0,-90" parent_transform="Spine1"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Club/Club_Wood_BranchPrefab.prefab" local_offset="-.55,0,0" local_rotation="0,0,-90" parent_transform="Spine1"/> </effect_group> </buff> Any help from you is welcome.
×
×
  • Create New...