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arramus

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Everything posted by arramus

  1. Yes, you are correct with your assumption on the Cowhead without his weapon and headdress. I have seen that as well. As I approached closer they reappeared again. In this case you are really close and the mayhem is clearly competing for processing priority. I have seen some really high specification servers/client rigs have exactly the same issue and believe it's a game code/software setup thing as much as a hardware thing. Here is what I've seen with such issues for various visual/updating problems: For clients - The current game caching and optimising system plus a slower HDD = Issues with Prefabs showing imposter walls, etc and issues with updating Snufkin zombies. For servers - The current game caching and optimising system plus a slower HDD = Issues with synchronisation with can exacerbate the clients issues if they are on a HDD. A double cascade. Ensuring virtual paging is turned on for the OS drive or additional drives depending on setup has brought good results for both client and server. A recent post about a 32 player Slovakian server confirmed paging impacts stability even with 128gb RAM. The 30th player was often getting booted even though there was so much redundant RAM. Paging was turned off as it was considered so much redundant RAM would suffice. It was clear that certain processes were very dependent on software paging in the background. And having an SSD for client or server certainly makes a difference with the extra read/write redundancy. I was getting a huge amount of the imposter walls showing up around Prefabs and had my game on an HDD with the OS on SDD because of size restrictions. Bringing the game over to the SDD solved 95% of the issues instantly with only periodic imposter issues on trader doors and stairs from time to time. I hope it holds up. It looks to be connected with an Editor feature with 'stability glue' and has been reported. Oh the big sighs of relief we'll hear once the game reaches serious optimisation stage.
  2. @Snufkin Hi Snufkin. Now that A19 has gone stable again and we could extensively test the mod in it, and since feedback has shown Snufkins Custom Zombies feels very server stable in all respects, the mod has moved from test phase and been updated to A19 - Stable as well. I was just looking for the link on the first page to visit the MischiefMaker. Maybe this is still in the process of being set up? The timing is great anyway now that the A19 Stable is released. (I had one more small request, may I bundle a new vehicle ('Whirligig' gyro/helicopter hybrid) into Snufkins Custom Vehicle's and release that as a stable A19 mod as well? I have tested it for a good 2 weeks in a dedicated server without issue. There is one small WIP issue with the Army Truck that I have put in the official bug thread to see if the collision box can be updated in the future. It's an inherent game issue and nothing introduced by the mod)
  3. Here is a link for Snufkin Custom Zombies A19 - Stable https://github.com/arramus/Snufkin-CustomZombies-A19-Stable-2020Oct22 After decent feedback from regular server administrators @BubbaJoe and @Dre who are actually putting the mod through its paces with their own customised settings, and also golden support from @Slawa, @h0tr0d, @Robeloto, and @ShoudenKalferas for their eagle eyes and timely modding suggestions, Snufkin's Custom Zombies moves out of A19 testing to stable. There have been no major issues reported from server admin and the thread has been focussed on tweaks rather than fixes for the past week or so. One small update has been made to the Bomber as I totally missed his Explosion Particle 4 (car debris) and it caused some issues on a play test. His existing property has been commented out with the new property placed below. Value 6 is for a detonation which is in context with his action. <!--property name="Explosion.ParticleIndex" value="4"/--> <property name="Explosion.ParticleIndex" value="6"/> There are certainly other contributors in this thread, as well as within the larger community for hosting. Salutations to all. I met the Juggernaut for the first time in BM yesterday at day 65 with days set to 80 minutes and dawn for 3am but it didn't last long enough to get a screenshot. Neither did my gaming bud on this occasion who existed momentarily for a breather. I could get a screenshot of the damage though. A layer of steel cladding and a steel column were melted like butter. The iron bars were used as toothpicks while the torment continued. And those ones can keep their distance as a melee swarm with Geist, and Archon with its more responsive melee, can be testy. Moving on from here, there have been some requests from server admin and client hosts on how to tweak the spawns and settings to their own specifications. I hope regular server admin can possibly uploaded their own settings so we can demonstrate a range; such as low spawn rate with high return, and vice versa or proportional XP for higher/lower HP to maintain balance. This can be both instantly usable and educational which is what Snufkin's Custom Zombies has been all about for a lot of us. 👍
  4. Darkness Falls is a complete overhaul of the existing default game files and the potential for conflicting errors is very high. This is because Snufkin's Custom Zombies are sophisticated enhancements to the existing xml code. Darkness Falls makes some fundamental changes to that code and the zombies will not be able to find their assets and this will bring up errors. It is certainly possible to port them over using the Darkness Falls assets and it may well be worth while to ask in the Darkness Falls thread.
  5. I took a more detailed look at how spawning works and what it means in real play. There is most certainly a dynamic system in place that links to the default system. This won't impact Snufkin zombies HP and XP as they don't progress in class from base to feral to radiated but it will increase their probability to appear more frequently. The current Snufkin entitygroups.xml are as follows: Adds to the default entitygroups.xml: ZombiesNight (Bansee/Geist/Parasite/Bomber/Siren) ZombiesAll (Parasite/Bomber) ZombiesBurntForest (Cowhead/Scorcher) SnowZombies (Wendigo) The ZombiesNight group has a chance to spawn in the Pine Forest, Burnt Forest, Desert, and Snow biomes with just 1 zombie being called at a time. Just a single roamer to keep the biome active. In addition, ZombiesNight are also configured to be brought into play on what looks to be a specific day from Day 1 to Day 49 within two further parent groups. This allows the challenge to increase and provide a more dynamic and random feel. In fact, there are days where the zombies are given a 'clamp' command which means the zombies WILL find you. This is not specifically progressive and will create waves of intensity. The devs got this balance just right to keep new players on edge. It's eclectic and dynamic but with that overall long term weighting based on your current level. ZombiesAll has similar features with set days. Breaks between days introduces the chance to see more Zombie dogs and Vultures and that explains why they can suddenly appear out of nowhere as they are rigged to spawn on set days. Groups at the end of each day stage set are given an astrerix value which probably dictates any day from then on. At this stage the player is probably ready to face the greater challenges. On top of this are other groups such as for the screamer which are based on how many times she screams. These include our Snufkin zombies as well. Creates new Snufkin groups within the Mod entitygroups.xml: ZombiesWastelandNightHard (6 default/Undertaker) ZombiesPineForest (19 default/Cowhead/Mantis) ZombiesPineForestNight (7 default feral/Mantis/Psycho) ZombiesDesertNight (9 default/Undertaker) The four Snufkin zombies not in any of these default or new groups are Juggernaut (BM+Quest)/Archon(BM)/Scarecrow(BM)/Wrestler(Not applied). These groups are Biome specific and will add just a very little extra challenge on top of the default challenges. This is because they only add 1 extra zombie at a time. Day 1 to 21 for ZombiesAll progressively increases the total permitted zombies allowed to be alive at the same time from 1 to 8. The one extra in the new groups will not upset things too much unless both groups spawn a Snufkin zombie which is low probability unless server hosts make changes to the probability of both groups. In summary, Snufkin mentioned that he began testing the mod at about day 200 in the server he tested on and what he did so far is a momentous achievement. The foresight to carefully balance the default groups by adding a greater volume of Snufkin zombies which will be weighted to the day makes it player level friendly. Snufkin set the probability for Snufkin zombies to spawn very conservatively for non Blood Moon periods meaning they are the exception rather than the rule. As such, the best way to enhance how well they are integrated into the default weighted setup is simply to raise the probability of them spawning. On my own setup, I have changed the probability for non Blood Moon spawning a liberal 50 fold from prob="0.01" to prob="0.5". This is because I want them to be the rule rather than the exception. Even with this much higher probability, they are competing with other zombies to be selected to spawn and in a long list of zombies with no reduced probability their chances to appear are still pretty low in the early days. As such, if you don't mind trying and giving feedback, a few things you can do to test a more weighted game style is: 1. Increase probability for each individual Snufkin zombie to spawn. 2. Decrease their base health and XP gain to make it more balanced. They can spawn more often but be eliminated quicker with a basic return proportional to their HP. 3. Know that Snufkin already carefully considered how they will link to the dynamic default file groups and see how your lower level gaming group players respond.
  6. I believe @xyth has already achieved this as a standalone and quite possibly integrated it into the Creature Packs. I watched footage of a 'trader bandit' and I'm sure I also saw footage of a wandering trader. It was in a regular building so I can't be certain if he could wander outside or was specific to this location. The Creature Packs are truly superb and I've hardly scratched the surface. It is well worth a visit. Yes. In fact Snufkin was sampling a variety of customised weapons in Snufkin's Server Side Weapons which Slawa and oakraven have kindly supported with updates. It's still a work in progress to bring it back to what it was but it's getting there. No harm in asking for an expansion to the collection. Good to hear this mod is working out for your server environment. A quiet thread on that front is a good sign.
  7. Good questions. 1. For regular days, the Snufkin Zombies do not use a difficulty scaling system. Their XP and HP remain the same. 2. The default game has a scaling system whereby days/games stages do not change XP and HP but introduce more feral, radiated, probability chance, and new types of zombies. The Blood Moon for the Snufkin Zombies also has this feature to some extent in that it introduces new zombies and also increasing their probability to spawn. Based on the default system of introducing new zombies with scaling, here is an example of 'SnowZombies': <entitygroup name="SnowZombies"><entity name="zombieSnow" prob="1"/></entitygroup> <entitygroup name="zombieSnowGroupGS1"><entity name="zombieSnow" prob="1"/><entity name="zombieSnowFeral" prob="0"/></entitygroup> <entitygroup name="zombieSnowGroupGS50"><entity name="zombieSnow" prob="0.85"/><entity name="zombieSnowFeral" prob="0.1"/></entitygroup> <entitygroup name="zombieSnowGroupGS100"><entity name="zombieSnow" prob="0.7"/><entity name="zombieSnowFeral" prob="0.2"/></entitygroup> <entitygroup name="zombieSnowGroupGS200"><entity name="zombieSnow" prob="0.55"/><entity name="zombieSnowFeral" prob="0.3"/></entitygroup> <entitygroup name="zombieSnowGroupGS400"><entity name="zombieSnow" prob="0.4"/><entity name="zombieSnowFeral" prob="0.4"/></entitygroup> <entitygroup name="zombieSnowGroupGS800"><entity name="zombieSnow" prob="0.25"/><entity name="zombieSnowFeral" prob="0.5"/></entitygroup> This can be found in the default 7 Days To Die\Data\Config folder in the entitygroups.xml file. The format used in this scenario is similar in other groups and is typically tagged in other files as well. 1. The group 'SnowZombies' has been constructed to use a scaling system based on player or party game stage totals. 2. prob="1" tells us they will spawn with 100% certainty. 3. In the first instance after the SnowZombies entity group has been initiated, the sub groups are displayed for spawning. For a very new player at game stage 1, zombieSnowGroupGS1 will spawn a 'zombieSnow' with 100% certainly but NOT spawn a 'zombieSnowFeral' with the same 100% certainty. No ferals at this stage. However after getting some levels and attaining game stage 100, or maybe teaming up in a party and reaching game stage 100, zombieSnowGroupGS100 will become active. There is a 70% chance of a 'zombieSnow' and 20% chance of a 'zombieSnowFeral'. A slight increase in challenge weighted to increases player capability. This can become further 'complicated' in the spawning.xml file whereby groups can be set for day/night/total alive at any one time/spawn delay, etc. Based on this, it could take some time to append the existing files or create unique ones linked to game stage. However, it can get as sophisticated as calling in a horde of a select group of only Snufkin's Zombies with or without default zombies the screamers (scout?) shrill cries bring in her buddies. The easiest way to implement such a feature would just be to add selective Snufkin Zombies to existing Game Stage groups; e.g. entitygroups.xml FROM: <entitygroup name="scoutHordeStageGS8"><entity name="zombieBusinessMan"/><entity name="zombieSteve"/><entity name="zombieYo"/><entity name="zombieJoe"/><entity name="zombieMoe"/><entity name="zombieBoe"/><entity name="zombieNurse"/><entity name="zombieCheerleader"/><entity name="zombieSkateboarder"/><entity name="zombieArlene"/><entity name="zombieMarlene"/></entitygroup> TO: <entitygroup name="scoutHordeStageGS8"><entity name="zombieBusinessMan"/><entity name="zombieSteve"/><entity name="zombieYo"/><entity name="zombieJoe"/><entity name="zombieMoe"/><entity name="zombieBoe"/><entity name="zombieNurse"/><entity name="zombieCheerleader"/><entity name="zombieSkateboarder"/><entity name="zombieArlene"/><entity name="zombieMarlene"/><entity name="zombieScarecrow"/></entitygroup> This can be done via a Mod which could add the Scarecrow zombie to the list, or manually via the game default files. This is Stage 8 and could be weighted with more challenging Snufkin zombies in combination as game stage increases. In summary, the feature to change HP or XP does not currently appear to be implemented for zombies and balance was brought through modifying probability and spawn dynamics instead. Saying that, there is a scaling feature for the amount of XP received when looting so the code for such a feature exists. It would be nice if modders more experienced in this domain could further expand where possible as this was a good question I'm sure the devs toyed with before reaching the current system.
  8. Most certainly. It'll be on the check list of release tasks.
  9. The scarecrow death animation is superb and causes no server hiccups at all. He can also squeeze through the smaller round upright columns and look like a rotary fan should his animation occur at the right time when eliminated. Snufkin, for the record, you always have my permission for any choices you wish to make with Snufkin's Server Side Zombies regardless of anything I could assist with in restoring it for A19. I simply appreciated the chance to learn a lot more about xml coding hands on, and also bring it back to the servers to enhance game play.
  10. @SylenThunder I popped in Zed Rising for some mellower gameplay and could enjoy the setup. I received a NullReferenceException on the second attempt to join. Is this something I should attempt to resolve on my client version?
  11. There is a Blood Moon Horde generator linked to in the official xml files but the link is dead. Possibly when the forum changed over to a new format. This looks to be the new location though and may help automate the process. It is an archived thread for earlier versions (A16-A17) but may still apply. https://community.7daystodie.com/topic/4137-gamestage-blood-moon-horde-generator/
  12. Yes, you will get it working eventually and I think it will be great to post it for everyone to enjoy.
  13. The github top top link is for the latest October A19 compatible build. This is just the Custom Zombies 'base mod' without the camera addon. https://github.com/arramus/Snufkin-CustomZombies-A19.2-b3-2020Oct10 Snufkin's original base mod is here on dropbox and again it is only the Custom Zombies but it isn't the updated version and works on older builds on the game. (April/May 2020) https://www.dropbox.com/sh/3jr3t4shjxyg3lr/AACyUpKQQqFv4h-Y2DlHqBR4a?dl=0 The research camera addon was built for Snufkin's original base mod for April/May 2020 and is here. I haven't tested it on the A19 update from github and if you try it pleeeeeeeeeease share your feedback so we can see how it gets on. https://www.dropbox.com/sh/6rzg5q1kmf180j7/AABfe5T0a8cN24ekggVjt8Wea?dl=0
  14. GS I believe Snufkin did a combination of copying over the default from the game and editing it to the mod as it does share the same patterns. Either way, it can be a long and arduous process and I certainly appreciate the base one provided. You will get a boss even if your GS is not exactly the same as the one in the list. You will get the boss from the GS number that comes just below your personal GS. An example: 1. GS 22 - Scarecrow (only the Scarecrow from GS 22 to gs 27 but he will appear for 23, 24, 25, 26, and 27) 2. GS 28 - Scarecrow / Archon (both the Scarecrow and Archon from GS28 to 32) 3. GS 33 - Archon (only Archon from GS 33 to 38 as the Scarecrow takes a tea/coffee break) 4. GS 39 - Scarecrow / Archon / Undertaker (from GS 39 onwards until the next listing is this trio) However, if a friend suddenly joins you and you battle together as a party, you will see a combined GS group. It is calculated on a few factors and will not just be a combination of your two current GS values added together. It also rounds things down. More on this can be found in the explanation added to the '7 Days To Die\Data\Config\gamesstages.xml' in your default game folder. Regardless of how this works, it makes things more of a challenge to accommodate both players but still keeps a balance. SPAWNING Any group you make in the spawning.xml file will require a partner group list in the entitygroups.xml to match conformity. And yes, this entitygroups.xml list will require a complete list of all the Bosses you want to introduce. The tag for the bosses is exactly the same for all other groups in the list with the boss name applied. Example from Snufkin to show the match: spawning.xml and its associated entitygroups.xml code for a totally new group made by Snufkin just built for this mod. <append xpath="/spawning/biome[@name='wasteland']"> <spawn maxcount="1" respawndelay="1" time="Night" entitygroup="ZombiesWastelandNightHard" /> </append> <append xpath="/entitygroups"> <entitygroup name="ZombiesWastelandNightHard"> <entity name="zombieFarmer" prob="0.3"/> <entity name="zombieStripper" prob="0.3"/> <entity name="zombieUtilityWorker" prob="0.3"/> <entity name="zombieNurse" prob="0.3"/> <entity name="zombieSteveCrawler"/> <entity name="zombieFatHawaiian" prob="0.3"/> <entity name="ZombieUndertaker" prob="0.01" /> </entitygroup> </append> Based on my experience, respawndelay is the amount of time it takes in seconds for a new zombie to appear after the last one is eliminated. If you set maxcount="2" respawndelay="2.9" then it should follow that 2 bosses/character will always be present and they will respawn every 2.9 seconds to fill the maxcount gap when one is eliminated.
  15. I shall try them out this instance - And I certainly did. Everything you set out to do looks great. Very functional indeed and I am so ready to try the Gamma Gun in a dual with a feral zombie cop.
  16. The pair of you are really bringing this together. Just that Kronos. Interesting code onSelfPrimaryActionUpdate and a good find. Good tracking!
  17. Hey Slawa, I checked out the mod and see what you mean about visual bugs. It's as if some of the prefabs in the buffs, entitytypes, and items xmls are not attaching or not attaching and remaining attached. The buff code for this mod and the vehicle code appear to be slightly different for checking and updating while the items and entityclasses entries do not appear to have any checking code to double check things are being applied. Maybe A19 is not performing the prefab incorporations as well as it could be for mods. The vehicle code may need the occasional vehicle to be picked up and placed again for the first instance but after that it seems to hold well. The weapons could occasionally appear properly but this was the exception. I could see: - Unknown particle effect for the m60 (Rocket launcher icon weapon) - Railgin, PP-19 Bizon, Polearm, Vulcan mesh prefab is not applying I couldn't duplicate the error from your image but wasn't sure what weapon/ammo action it related to. Can you add a list of all the weapons and issues you are aware of so we can see where things need looking at? Such an awesome mod overall and it would be great to restore. It looks like oakraven made some great strides to get it going again and updates may have introduced some new challenges.
  18. Try this one. lasse11121_entitygroups.xml with it renamed to remove your username. This is just an edit of one I'm testing now with a few deleted in batch using Notepad++ to get just the Scarecrow listing. It covers the whole list of game stages but the default settings related to the GS you're close to look like this: <append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS59']"><entity name="zombieScarecrow"/></append> <append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS64']"><entity name="zombieScarecrow"/></append> Not adding any probability at all gives the Scarecrow a 100% probability of spawning in rotation with the other default zombies for that gamestage. I didn't add a maxcount setting because it is typically taken care of in the spawning.xml or serverconfig.xml (for BM) files for the whole group. I have never attempted to use maxcount="1" in the entitygroups.xml for an individual and your feedback on that will be helpful if it noticably keeps things balanced in case a group of scarecrows overwhelmed the horde numbers. As BM count is based on each individual player it will be good to note if that maxcount="1" applies to everyone or each individual.
  19. The normal zombies will have their own regular default settings based on the standard game files, although there is one more useful action you can take in entitygroups.xml At the top section, you can see a variety of groups that will spawn in specific biomes during the day and night along with their probabilities. By using <entitygroup name="ZombiesWastelandNightHard"> as an example, it's possible to increase the challenge. For example, change <entity name="ZombieUndertaker" prob="0.01" /> to <entity name="ZombieUndertaker" prob="0.1" /> to increase the chance of spawning from 1 in a 100 to 1 in 10 for its own individual chance of spawning within the parameters of all the other zombies in the list as well. And to spice things up even more, add <entity name="zombieDemolition" prob="0.3" /> to the bottom of the list and this will allow the Demolisher to pay you more frequent visits during non Blood Moon gameplay. Ya, as BubbaJoe says, tweaking these settings can really mix it up and keep your server regulars content. I like to drop the BM block damage down to about 75% but increase the probability of hard hitters proportionally so that the base remains about the same while only the players are going to really suffer.
  20. 1. For the purpose of spawning one boss during a Blood Moon event: This is possible by manually editing the entitygroups.xml file. There is a long long section at the end which specifically tells the host what to spawn, when to spawn it, and what chance of probability it will have to spawn. For example, in the very first line: <append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS1']"><entity name="ZombieArchon" prob="0.1"/> This tells the host that during a Blood Moon, for Game Stage 1, the Archon character has a probability of about a 1 in 10 chance, in relation to itself and the whole default game list of other zombies, of appearing. You can delete and edit entries in this list to specify which single special zombie you would like to appear. 2. For the purpose of ensuring the selected boss zombie drops special loot: This is possible by manually editing the entityclasses.xml file. If you look under the <entity_class name="ZombieArchon" extends="zombieWightFeral"> area, there is a property with the following properties. <property name="LootDropEntityClass" value="EntityLootContainerBoss"/> <property name="LootDropProb" value="1"/> The game already appears to feature a loot drop option. In this case, Archon will drop a 'boss' type loot offering at a probability of once (100%) when eliminated. A setting of 0.5 would be 50% of the time. 3. For the purpose of buffing health on the character: In the same area as for number. 2, but further up, you will see. <passive_effect name="HealthMax" operation="base_set" value="2000"/> Changing this value allows us to specifically set a character's health. 4. If you are going to buff the character's health you may also want to give players more XP for completing the elimination: In the same area as for number. 2, and just below you will see. <property name="ExperienceGain" value="5000"/> This property can be changed at a level proportional to the increase in health to maintain balance. If there are any errors in this short instructional, I'm sure other community members will provide corrections. All the best with your tweaks to customise the settings to your liking.
  21. Here is the recent update based on feedback from the community. https://github.com/arramus/Snufkin-CustomZombies-A19.2-b3-2020Oct10 As Snufkin's Custom Zombies acts as a base mod, it is kept as close to the original as possible. Community members have added, or are in the process of adding, their own expansion builds which will be added to the main introductory post for the base mod. Community expansions will take the base to new realms and offer the community additional variety. However, Snufkin's Custom Zombies as a stable base will always be there . Changes for this build were as follows: 1. Archon Particle for the projectile While this was not a mod breaker, it does cause server console warnings to produce in a constant loop and this creates instability. The effect is 6 individual balls of fire instead of the full volley. - items.xml name="ammoProjectileArchon" Changed the following property to a comment and updated it to an alternative particle effect to avoid mesh warnings when the projectile is active. <!--property name="Meshfile" value="particleeffects/p_onFire"/--> <property name="Meshfile" value="particleeffects/p_fire_small"/> 2. Archon melee capabilites - items.xml <item name="meleeHandArchon"> Melee settings were tweaked with the following properties as the close proximity melee attacks were inconsistent. This change brings Archon more in line with Geist. <property name="Range" value="1.75"/> The original parent was set at 1.65 and based on a different model type. This now gives Archon a strike arc that changed from about 30 degrees to almost 180 degrees. Archon was designed as a support character for his minions and typically stays more in the background. This just gives him a little more of a fighting chance when he comes into close proximity with a player.
  22. There will certainly be interest from server hosts who like to mix things up and keep the experience going. If you were to bundle up everything you've created, give it a name with all the creators credited appropriately, and upload it, we can add it to the link with the base mod. Slawa has created something special by integrating the Custom Zombies, some of Roboloto's collection, and Slawa's very own creations. It looks like you have followed a similar route. Basically, we'll have the base mod from Snufkin which is as close to the original as possible with as much stability as we can incorporate. On top of that are community versions that expand in their very own way. Doom has been around for a long long long time and continues to follow this successful model. BASE - Snufkin's Custom Zombies EXPANSIONS - Slawa V.3 (Expansion) EXPANSIONS - TomGun's Terrors (Expansion) This will stay true to Snufkin's concept but still allow the community to experience variety. This can become a recipe where everyone is a winner. Naturally, it will be important for server hosts to experiment with what combinations maintain stability just as with any other mods.
  23. Hey BubbaJoe, I ran an experimental with the Archon by changing <property name="Range" value="1.65"/> for its hierarchical parent to <property name="Range" value="1.75"/> and could feel a lot more hits making contact from a 180 degree arc which is the same as Geist is capable of. I'm going to upload these from now. For your reference, the change was added in: items.xml <item name="meleeHandArchon"> and <property name="Range" value="1.75"/> was added just underneath <property name="Magazine_items" value="ammoProjectileArchon"/> so that it's grouped together with 'familiar' properties. Thank you Robeloto. This is a new expression of coding for me to learn about and I have some homework to do. Sharing this with us all is very valuable and, I for one, sincerely appreciate it but I know others will as well.
  24. Thank you. For the current parent of Archon, meleeHandMaster, the default goes up the hierarchy (including dev comments) to: <property name="Range" value="1.65"/> <!-- This not what "clientside melee combat" means. 😃 This is the adjustment afterwards due to code changes. --> <property name="Sphere" value=".1"/> Tweaking and results to follow. Once this is appropriately balanced to correspond to other characters it should create a level of conformity.
  25. Just in case any Custom Zombie users were also following the Custom Vehicles thread and want to test them out for stability or add your own touch.
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