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arramus

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Everything posted by arramus

  1. Update with additional POI: - Crater field T2 in a 42 x 42 size. There is only 1 42 x 42 POI in the Old West (T1 Coal Factory) but there are 2 Old West street tiles that allow for a 42 x 42 POI. To reduce too much duplication in the larger towns, Crater field provides an alternative and also brings a farming element to the town. In keeping with regular farm fields an abundance of the corn is dead and provides good cover for the zombies. There are also a few guaranteed plants in there as well along with random luck chances to keep it a little more dynamic. Players may be lucky and find the odd pumpkin or potato as well.
  2. There are often similar (if not identical) models put on the game model websites and this would be a very nice addition for the NPC Mod if a creator is willing to support it. She appears to walk as much as she crouches in the videos of her which is also best coded into a custom entity. The UMA version has to be one or the other and the video is using the spider 'walk' type.
  3. This is about the limit of the UMA system for a server side only entity.
  4. If it's not in the list of server admin permissions by default, then it'll require a third party server management mod. I don't believe the spawnmenu is given its own unique permission level. That's very much a 7D2D Admin Coalition question.
  5. Update to the Old West Migration Mod: - Re-balanced the tiling system to accommodate new custom POIs and correct a typo. - Added an optional setting that allows the 'rural' POIs to surround the Old West as an outskirt district. This is optional and while the code to activate it is in the rwgmixer.xml, it is currently commented out. Instructions to activate this and an image of how it may look are in the first post.
  6. Welcome to the forum, and thank you. The whole pack was started by Snufkin and we have tried to keep with the spirit of it and maintain some uniqueness for each character. We got lucky with the Spider Pipe Bomber. The updated spider model and floor crawling animation from TFP is superb and holding that position while attached to the drone was a plus. But when it straightens up in preparation to unleash those pipe bombs, the player knows what is very likely to come.
  7. Creative Mode possibilities in TFP xml. There is no reference to True or False as with the way the Spawn Menu functions. <property name="CreativeMode" value="None"/> <property name="CreativeMode" value="Player"/> <property name="CreativeMode" value="Test"/> (commented out) <property name="CreativeMode" value="Dev"/> As for the New Yorker World, checking the Prefabs channel appears to be the best place to check for discussion.
  8. Pushed a T3 POI to Old West Migration Mod. This has the schoolhouse on the left and wagon factory on the right with a connection point somewhere. ^^ This is a 50 x 25 type and this size is pretty well catered for now. Another T3 is useful though.
  9. I am unable to replicate the issue with only New York Undead custom World and this mod installed and launched.
  10. If players are exiting the vehicle appropriately, then there is nothing to change. When this vehicle was created it was a single person vehicle. Another member of the modding team 'Dre' set up the original second person seating and customised it for a specific player which did not match default scaling. For fully scaled players it has caused no issues in the past and shouldn't need changing unless that was causing issues.
  11. CreativeMode should be for placeables and SpawnMenu should be for spawnables. The remaining 2 do not exist in this mod. Pew Pew (MickkPewPews Server Side Zeds) should offer a big hint there.
  12. Starting on a T3 50 x 25 with two buildings to make up the POI. The left will have the Zombie cast of Little House on the Prairie at the local school. The right side will have a wagon repair shop in place of a modern garage. This addition will expand the T3 choices which are minimal for Old West and give some extra variety.
  13. The Old West Migration Mod received an addition T2 POI to increase T2 chances up to 7. It is a dedicated gunshop which seemed to be needed for this tiling system.
  14. Pushed another T2 for the Old West and that provides 7 T2 quest opportunities for that tiling system. An updated sample World was also pushed. A gun shop which seemed appropriate.
  15. They cannot be used at present as far as I know because these overhauls overwrite many of the default game settings. These modlets were designed for the default game. There is some discussion about it 2-3 pages ago where a forum member suggested they will contact the DF team and see if it is possible to integrate. It may be best to visit the DF Discord to see if there have been any steps to do that.
  16. Do you have the very latest installation of this modpack? If so, try to join 64.42.177.210:26920 and see what happens. There is no password. If the error still continues, maybe share a screenshot of your mods folder and explain where you installed the World as there are a variety of ways to do that these days.
  17. Communities that regulated the amount removed the guards from the traders and airdrops and rationed them out to each player. For chicken and rabbits it will require admin monitoring and management. For GuardTemplate add <property name="HideInSpawnMenu" value="true"/> to its entityclasses.xml so it doesn't appear in the menu. Oakraven often reads these comments and may hide it in the same way TFP hide zombieTemplateMale from the menu.
  18. I wonder if these would cause any lag say someone has 20 each of turret guards, animals or guard animals? Larger servers notice some performance issues if there are too many guards and animals populating the world. They often set players a limit I was testing and did place down from the F6 menu an item called guard template which resulted in about 6.5 million error lines so safe to say will be keeping an eye on that one in future! :D.....dev server also crashed. A template entity is generally not supposed to be spawned using F6. It is not accessible in game and Admin should not attempt to spawn it on the server. I noticed some were commented out such as "GuardHandsim" "GuardZeus1" "GuardPsyren1" and so on, are these hidden treasures or should be avoided for some reason? These were experimental for A18 but did not work out. They could roam freely just like a player. If they enter a Trader area, it crashes the server. Their alternative was not appropriate. That is one reason for the turret guards. Also the guards seems quite powerful with their shots, were taking down loads within 2 shots, headshots I figure but is there a way to reduce their impact at all, I guess they do have limited health and don't heal unlike the animals do, shame they don't self heal and I gather theres no way to apply that. Thanks As with player weapons, the turret guard weapons are governed in the items.xml. It is possible to reduce entity damage among other settings. In A19 it was possible for players to heal their turret guards using a bandage. In A20, TFP removed this ability as the entity class they used was removed from the game. The turret guards are using the last remaining class for Traders which is good for some things but not for that.
  19. What World are you attempting to use? The PREGEN6k? There's a warning with Failed loading world header file for PREGEN6k\Oakwood\main.ttw. Any other posts relating to such an issue generally suggest a Region file has corrupted. The Oakraven Modpack has its own World called OAK6K01 as well as its own Prefabs and needs to be set up on a new RWG world. All I can suggest is deleting/moving all of your saved and trying with the sample OAK6K01 World if you aren't already.
  20. What's the very first error message in the log before all of these warnings appear? You turned off EAC, right? Pushed another Old West POI and associated World. Meatloaf T2 on a 25 x 25.
  21. Pushed the Meatloaf POI as a T2 with all Quest types. It's a 25 x 25 and tips the scales towards the Quest type POIs but still allows the deco and remnant POIs to appear at a reduced frequency.
  22. Yes, it can get tricky at times using things as they weren't quite intended and it'll require a little more of that science. Things like moving the new seats a little or changing the exit property for the new seats may suddenly snap things back into place. I haven't seen that hold bug before when exiting a vehicle and that's a new one.
  23. Of the 9 remnant default Old West POIs, 5 take up 25 x 25 slots of which 2 are questable. Adding a few more 25 x 25 POIs should decrease the chance for destroyed non questable POIs but not totally eliminate them. This will maintain some level of destruction but restore some life. This is going to be a 25 x 25 addition called 'Meat Loaf'. The 'L' has unfortunately fallen off on this occasion.
  24. Pushed a small cosmetic update. A bit of aging, fascia filling, and sun shade for 3 of the POIs. Aging on the roof tiles and broken fence. Fascia lighting (unpowered) and a few extra props. Canopy for the seating area for sun shade (because zombies appreciate that ^^)
  25. Pushed a small update with a new T2 Quest POI. This is a 50 x 25 POI to give additional variety for RWG builds with 'Many' Towns selected. It is an outdoor stage and barbecue venue for 'locals'. All POIs are typically indoors but this offers a fence enclosed area exposed to the outdoors.
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