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arramus

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Everything posted by arramus

  1. @PeNa1979 We shall try. Unfortunately, by default things we add have no collision unless we change the parent model as well. This can cause strange things online. We shall try though.
  2. Here is an update for the Snufkin's Community Pack Server Side Vehicle. Download: https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov19 This download introduces 2 new vehicles as follows: 1. Battle Bus Drone (oakraven) This vehicle is a solar/generator powered airborne equivalent of the land based Battle Bus. It is propelled by a twin drone setup on the front and rear. Internal lighting using reserved battery power. And plenty of illumination to light up the road ahead and below unless you toggle lighting to go into stealth mode. You won't miss too much with the Battle Bus Drone; the first in the drone surveillance vehicles. arramus took over the latter stages to finish off the final polish to allow oakraven to complete vehicle number 2; a request for @PeNa1979. 2. PeNa 1979 Express @PeNa1979 wanted a full size Blimp in Blue or Red. At present it is not possible to add color to the vehicles made for server side only application and the next best thing was to ensure such a vehicle received a nice balance of decoration to offer some character. Can't be blue about that. A full sized Blimp with solar powered propulsion and a fine assortment of cosmetics. This vehicle can accommodate 4 passengers within the travelling compartment for a 'safe' and comfortable commute. The signage really makes all the difference once it begins to get dark. The construction recipe is not overly demanding and reflects the context of the features. And if you're wondering about what it takes to knock it out of the sky, it took over 50 high performance Blue Widow and Red Widow arrows to make it go pop. That concludes the introduction of this update. It's a fun one for sure.
  3. It certainly takes a BM event or even a venture to the Wasteland to a whole new experience. My greatest deaths have been a combo assault. First the Banshee got my vision, then the Mantis screwed up my perception, the Wrestler drew me closer, and the Geist phased through the ceiling and finished me off. One of ones are simple adaptive learning strategies but these dynamic combos are something else. I don’t know which entitygroups.xml you selected but the Snufkin Party one brings all 15 into a BM event and can be very testy at times.
  4. @Slawa @Robeloto And a shark that shoots a laser from a head attachment. I’ve seen the parts available in the default files
  5. I personally like the stopping power. It's an expensive weapon to make ammo for and feels like one for higher level players.
  6. I could join without issue and that should place mark the server for next time.
  7. @PeNa1979 Sure thing. I am interested to visit your server and see how things are running in there. I searched but couldn't find the name. Maybe because of my region. Would you be able to share the server I.P. address instead? I run my server from home and still use the CSSM for the teleport system. CSSM is better than cheap because it's FREE for 1 server and not so hard to set up. They have an EU location as well. Time to sleeeeep; my timezone.
  8. Now that is really cool. Nice work Robeloto.
  9. @PeNa1979 Actually, one of the team has been thinking about the Blimp for some time ever since the shark was first tested and a full scale model is very possible. There may be some limits such as color because that feature is not implemented yet but the devs are looking at vehicle color customization for A20. Even though the devs decided to change direction for this vehicle, at least they left it for us to enjoy for community projects.
  10. Oh yes PeNa. I only installed it about a week ago and it's very useful. Actually, it's part of a server management service linked to in the forum. I set up an account with CSMM - Catalysm's Server Manager & Monitor and linked a server to it. It gives the CSMM website permission to set up commands and run scripts to my server such as teleport, server shop, timed shut down. It has teleport set up by default.
  11. Here is an update to the Snufkin Community Pack Server Side Vehicles. Download: https://github.com/arramus/Snufkin-Community-Pack-Server-Side-Vehicles-A19-Stable-2020Nov15 This update brings 2 features; a cosmetic change to the Shark Blimp and a new vehicle, which is a Work in Progress, called the Bath Blimp. 1. Shark Blimp The Shark Blimp was added to the community pack for fun and it was not expected to become so popular. Visits to busy servers have seen it used as a primary vehicle for both air and 'ground' transport very frequently due to its high speed and maneuverability. oakraven always intended for the Shark Blimp to be given a cosmetic update in time to remove any residual underlying properties from the original blimp. That has been achieved and here it is in its fully glory. The blimp fins, undercarriage, and body are no longer visible which allows the shark model to be viewed in its own right. 2. Bath Blimp This addition attaches the bath to the blimp and allows it to roam free using the same physics and settings as the Shark Blimp. In addition, a flashlight has been attached to the 'front' as a night light. It is a Work in Progress and gets its maiden voyage for testing. In time, we will consider the possibility of adding a mist or other item to hide the players feet and backpack. It does not float which at least allows it to be used for its original purpose.
  12. Here is an update for the Snufkin Weapons Xpansion mod. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov15 Part of this update was possible thanks to the support of @PeNa1979 for sharing valuable feedback on first hand gameplay and the dynamics which make the mod overly frustrating or fun. PeNa's feedback has been taken into consideration for recipes and loot probability which can be seen in this update. In more detail, updates are as follows: 1. Black Widow (by oakraven) This new bow is a weapon of precision. It will fire all types of arrow but also has its own buffed ammo for greater effect. This weapon will come at the cost of a crucible and 100 steel along with other 'basics' to make to level 1 and will require a little time before newer players have access. The new ammo is Blue Widow and Red Widow. The Blue Widow ammo will occasionally cause the recipient to receive an electric shock in line with the built in default system. The Red Widow ammo will cause knock down and bleeding. This knock down effect will be noticeable on even the biggest of beasts should you take it hunting for bears. In addition, the arrows are color coded, and drop colored sacks should the entity harboring it disappear. They both have recipes to match the context of use. This bow can serve you as a highly effective primary weapon. Taking out a vulture from 30 meters or so. And lunch from a good 50 meters out with a slight 5 degree calibration. 2. Recipes Love them or hate them all weapons have recipes up to Level 1 except for those very few which Snufkin had already given progression. Level 1 weapons will give you a taster of what is to come through looting and the Add On machine. However, these recipes are not so forgiving and will be a large investment for lower level players if they opt to build a special weapon. This helps to keep balance where the Add On machine and looting are essential for reaching those higher tiers. 3. Looting Probability Weapons - The probability percentage for each type of weapon appearing, as they compete among themselves, remains unchanged, but the overall probability of a weapon appearing in comparison to another type of item has increased from 0.1 to 0.15. This is a very small increase but just allows that little extra probability. This is because servers running the Snufkin type of mods are rather popular and loot can be rather sparse and exacerbates the existing rarity. Furthermore, loot is only found in one place; the hardened metal chests. Addon - In addition, the probability for tickets to appear for those running the Add On has also increased by a similar amount. The most amount of tickets to be found at one time will be during a Blood Moon event and for those running Snufkin Zombies which drop boss loot, the chances of getting access to the rarer Add On machine weapons is greatly increased. Each update is gradually bringing further balance and weapons. The next major consideration was progression. However, the slight increase in finding tickets may well be enough to keep the system as it is and ensure the Add On and looting do not become redundant features.
  13. I visited 7 locations with a hardened chest and got lucky on 2 occasions. That's certainly where the tickets and weapons are at.
  14. Here are the boxes/containers/entities to find tickets. id=41 - Small, fancy hardened chest (Green, Yellow, Red) id=61 - Buried Loot Stash Chest /Treasure hunting (Green, Yellow, Red) id=70 - Rare random drop off from regular zombies (Green, Yellow) id=71 - Rare random drop off strong zombies (Green, Yellow, Red) id=73 - Rare random drop off bosses (Green, Yellow, Red, Purple) It looks like Blood Moon will see the greatest amount of tickets, especially with Snufkin Zombies who are given 'bosses' status. Other than that, looting the hardened chests in houses will bring the most. I suppose rooftops on the skyscrapers will be a chance as well for those with hardened chests. The weapons only use id=41 as well. My best loot was 2 x Xpansion weapons and 2 x tickets in the same hardened chest. I believe Snufkin was quite conservative with the probabilities to make it a worthy challenge and increasing the probability or looting respawn is always a good option.
  15. The code shares 2 ways to get the tickets. We can craft: 10 green to get a yellow. 10 yellow to get a red. 10 red to get a Purple. The tickets are found in loot boxes with probability to match the rewards. Going to be big as copying from Smartphone. <item name="Green Ticket" prob=".2"/> <item name="Yellow Ticket" prob=".01"/> <item name="Red Ticket" prob=".001"/> <item name="Purple Ticket" prob=".0001"/ So an abundance of green tickets in many kinds of loot boxes.
  16. @PeNa1979 Thank you PeNa. Everything should be working just fine and the Newcomen and others can take attachments like the extended magazine. They also have more mod slots on Snufkin weapons. Yes, the Railgun, and a few other weapons have a slight delay to perform their changes and incorporate buffs online. It is a nuisance and we've tried a variety of ways to make it smoother and it's at about the best possible. Other ways to do it slow it down more or make it look bad. And yes, the Savery is very underwhelming even though it suggests much higher damage it doesn't feel like it at all and a pistol is stronger. We'll need a little more time to check on it. We didn't want to touch it because it was Snufkin's choice, but if it's connected to a bug, then it can be touched. Ticket Machine: 1. Have tickets of every color. 2. Choose your loot box from the 4. 3. Select the shopping cart. 4. You will receive a new colored box in your inventory. 5. Open the box and you will get a random weapon from those matching its color. If it doesn't work, I can join your server and see what's happening.
  17. Snufkin_JunkTurretGun_TurretSledge_Flashlight_2020Nov15.zip Here it is @Slawa. The flashlight placement is on the main body using the parent_transform "Head". 😜 It is located at the same height as the Junk Turret Gun but tucked away under the sledging hammer. It can be edited to new coordinates within the entityclasses.xml Finding the place to stick it required a trip into the Unity Asset Studio and checking if it offered any hints. Luckily there was an animation tree offering hints.
  18. Yes, spawning in debug shows they are good. The default mod has low probability spawning. Try this one in your Config folder instead. Make a backup of your entitygroups.xml file and delete it. Replace it with this one, once you've renamed it to entitygroups.xml entitygroups_Snufkin_Party_2020Nov03.xml And hopefully you will enjoy the show after that. If not, let us know. One other thing to consider is the invisible animal bug. As days progress and now you've got past the 130 mark, animals can begin to disappear as they spawn into invisible entities. This also impacts on zombies. After I installed stalliondens invisible animal fix mod, which can be found in the mods area under his own page of collections, a lot more lone zombies began to appear again including Snufkin's. There was plenty more meat out there to harvest as well. If animals haven't been an issue, then disregard this suggestion.
  19. @PeNa1979 Hi PeNa. Here is a test mod with every weapon added for crafting to lvl 1 except for the select few which Snufkin had already created Progression unlocks for. Snufkin_Weapons_Xpansion_A19_Stable_PeNa_TeSt.zip These are the 4 that will not appear in the list because they are already added to Progression level unlocks and Snufkin's own recipes. I shall not touch these. Crossbow Mag Polearm Railgun Thor Hammer This is quite a long list of Snufkin's remaining weapons all given recipes and well as the Xpansion weapons. One thing players are concerned about is making it too easy to acquire these weapons. By increasing the amount of 'higher level' resources we can greatly restrict this as Game Stage will not allow it. Your Newcomen now needs the Impact Driver and is a very good example of this. Even when players can make these weapons it will only be to level 1. The really good weapons will be found in the loot boxes or the Add On. Maybe progression can be added at a later date once everything has been tweaked for recipes and thoroughly play tested. See how it feels when you have time so that we can get closer to a balance. Balrog IX Crimson Hunter DCLXVI Zeus Dre X3 Gamma Gun Glass Baseball Bat Hyper Blaster Klak Attack Knife Baseball Bat Kronos XII Metal Bollard Club PP-19 Bizon Quad Shotgun Savery Star Baseball Bat Vampire Gauntlets Vulcan arramus Fire oakraven X11 Turret Auger
  20. Follow magejosh's post above and also double check that the folder inside your Mods folder is called: Snufkin_CustomZombies_A19-Stable_2020Nov03 and not Snufkin-CustomZombies-A19-Stable-2020Nov03 (This is just a holding folder made by GitHub for zipping. If it is this folder then the one above is inside it and needs to be removed and placed seperately in your Mods folder).
  21. Updating the Junk Turret Gun was just a simple name change and works beautifully Slawa but that was elementary for us already. I'm just trying to work out the parent_transform for the Sledge as it is not taking a "Muzzle". I'm going to ask for some advice from those with more knowledge on the model parts. Need a bit more time. The Junk Turret Gun looks awesome with the flashlight attached though . Another Snufkin special.
  22. I have only ever seen this happen on one occasion so far. It is when we used third person view (f5) and free roam (p) to check on how the weapon looks for other players. After we return to normal first person view it looks like your screenshot. It happens because the 7D2D base game still has a few syncronisation and timing issues. Unfortunately, this is not something we can help with in a mod as it is inherent to the base coding. Such issues generally restore after putting the weapon back in the rucksack and taking it again to allow syncing to refresh. Otherwise, it is necessary to leave momentarily and return. This is one of the issues we describe in the introduction and unfortunately you found it. @PeNa1979 This is how the Railgun looks under the buff attachments.
  23. Thank you. These are sensible suggestions for the Newcomen. Once I return from some things about town, we can get working on the crafting recipe and attachments for this one to get the balance. The good thing with the repair tool and steel is new players will have to work hard to get them and it’s similar to skill progression.
  24. @stallionsden You understood perfectly. A buddy suggests he’s going to work on some new icons and I’ll see about coding them in. I’ll ask if we can post them here for your perusal and maybe remove something from your to do list. Edit: The same applies as above but I just realised the version I have had been stripped down to 7 traps. The same applies though. One for much later.
  25. Hi @stallionsden I've been using the Extended Traps Mod most pleasurably for some time. One thing that brings up regular comments from players is that even though the items connected to the 1 schematic unlock, the book image remains locked and doesn't toggle to the unlocked version even though the tags="learnable is present for each. For the sake of compliance, I removed all of the connected recipe items except for 1 single entry. And that works with the book image showing unlocked status. Would you recommend making a single schematic entry, which is easy enough to do simply using the stock icons for those particular traps, for each and every trap so it's one schematic to one trap rather than the one schematic to the batch of 6 traps, or is there a code entry which can batch them all together in a better way that allows the book to show unlocked status? Thank you as always for the Prefabs Packs, giant snakes, fixed zombie spawns, etc, etc, etc......
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