AndrewT
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Posts posted by AndrewT
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3 hours ago, Robeloto said:
Hey! I know, it is sad that many zombies are not working now in the new alpha. I know some of my zombies can still work with some easy adjustments. But many of them use meshes that isn't there anymore.I might come back with an update at a later stage. If anyone can help or know any solution or fixes for my zombies, I would be grateful. Atm, I do not have much free time, which is a shame...
hey man xyth said he added this to the unity A21 a mod called 0-XCore thats supposed to allow for custom zombies without C# code try looking for it and see what happens when u have time of course
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https://www.nexusmods.com/7daystodie/mods/2773
Ragsy i remember this mod having a vehicle that had the shift boost replaced by a custom mechanic when activated allowing the player in the open trunk seat to wield a weapon to shot passing zombies. do you guys have plans for something similar with the warthog?
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fantastic work i cant wait for the AA12
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i hope to see the old blue car and the smith dad chevvy get at least a repairable variant it'd be fun to drive them around
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nice work
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1 hour ago, 7daysOfFun said:
this mod is fun..BUT they dont appear so often..
can i change appear to 80% or 100%
i want it all time in the game?
https://www.nexusmods.com/7daystodie/mods/3558
get yourself this mod by vedui42 it works with the serverside zombies it works for me
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11 hours ago, Ragsy 2145 said:
Putting another working vehicle on top of the flatbed truck will cause the vehicle to have more 'physics mass' which will affect the performance of the flatbed truck both with pulling power and suspension reactions (Plus it will slide off). Unfortunately TFP scuppered our plans to have vehicles picked up and transported to base for repairs .
I have some ideas to check out but the most we could do is get a replica block of the vehicle onto the flatbed but again with TFP disabling buffs on vehicles it has messed a lot of mods that relied on vehicle buffs. If we can find a workaround we will make the Flatbed useful at some point .
Also the tracked vehicles we developed relied on vehicle buffs so again they are not available in this release sadly.
Ragsy!!
now that i'm thinking about it Ragsy with TFP being as unpredictable as they are making the flatbed truck more useful will have to be done with more #c coding. i know its a tough process but with the direction TFP are going it may be you guys best bet
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1 hour ago, Ragsy 2145 said:
Putting another working vehicle on top of the flatbed truck will cause the vehicle to have more 'physics mass' which will affect the performance of the flatbed truck both with pulling power and suspension reactions (Plus it will slide off). Unfortunately TFP scuppered our plans to have vehicles picked up and transported to base for repairs .
I have some ideas to check out but the most we could do is get a replica block of the vehicle onto the flatbed but again with TFP disabling buffs on vehicles it has messed a lot of mods that relied on vehicle buffs. If we can find a workaround we will make the Flatbed useful at some point .
Also the tracked vehicles we developed relied on vehicle buffs so again they are not available in this release sadly.
Ragsy!!
man that sucks but keep up the good work, this mod has never failed to impress me and many others
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Ragsy tell me if i'm wrong or if someone already tried this but would one player need to be in a vehicle to keep the breaks active so it wont slide off the flatbed truck
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2 hours ago, Subquake said:
No it won't, you will have to start a new game, A21 changes a lot of stuff. It's still 1-2 month away (at least, hopefully sooner, who knows), so you have plenty of time for a playthrough.
i cant wait to see what you made. i enjoyed this mod since A16 its an amazing work of art
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On 9/3/2023 at 8:33 PM, arramus said:
I was holding off a little on taking things further with expanding, as each experimental so far is releasing some pretty overhauling updates. The vehicles were overhauled with their turbo/torque settings, and the entities lost their material overlay ability. These happened after initial A21 release even though they are incredibly fundamental and far beyond simple updates/patching. It doesn't hurt to share ideas at any time though.
well all i had for now is giant zombies of various size made larger by the nuclear radiation though feel free to add whatever extra details you guys want to these giant zombies. this is just a base idea i had for yall to work with
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arramus if yall are accepting zombie ideas from fans let me know i have some ideas mostly simple ones
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On 2/5/2023 at 12:55 AM, bobrpggamer said:
I just realized something, what about traders? Are they generated at all?
I am a capitalist and need my commerce, so without that (hopefully added later) I will just wait.
they do spawn. traders usually spawn within the cities mainly at the corners or outskirts which happened on every map i made so far
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On 7/27/2023 at 10:19 AM, Izayo said:
Drum will be only for LMG class (but you can custom the item.xml )
some 7.62 pack progression (will not release this week , I have many things to do sorry)
Wow fantastic job on the bolt cycling. to add to it the mosin nagant is one of my favoroite bolt action rifles
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much appreciated for the railguns return
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hope to see the railgun soon as khaines behemoth modlet has been fixed for A21 and the railgun is the most effective especially with headshots
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1 hour ago, Ragsy 2145 said:
take all the time yall need for now we'll be using byudbas UH60 and the duster until VM is ready
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9 hours ago, Izayo said:
yes , its trade high ammo capacity mobility and with range and damage , remember it's a tier 1 gun its not supposed to be good
edit : acutally it should be (small speed buff walk/run)
<passive_effect name="RunSpeed" operation="perc_add" value=".05"/>
<passive_effect name="WalkSpeed" operation="perc_add" value=".05"/>the value is wrong , I'll fix in the next version
thanks for the report
not a problem
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is it intended for the 1887 lever action to boost walking speed when held or is that a bug
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well at least the spas12 will be fun still awesome job on the mod
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3 hours ago, Izayo said:
there will be more
any chance we will see a 10 gauge shotgun because me and some old friends are planning on using this mod
so we will need the bigger slugs for more effective takedowns nevertheless thanks so much for this mod the double barrel winchester 1887 and 97 trenchgun are 3 of my all time favorites
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On 6/13/2023 at 12:28 AM, arramus said:
It looks like that is the end of UMA and with it a farewell to the Snufkins Custom Server Side Zombies for A21.
I've searched through what assets remain and, unless show otherwise, believe a number of essential things are now gone.A non UMA variant based on the existing zombies is still possible but will certainly miss that eclectic mayhem. We'll see what can be salvaged, repurposed, or innovated on.
u guys just do yalls best its all we can ask for
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will this be updated for A21
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will this be updated for A21
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Vehicle Madness for A21
in Mods
Posted · Edited by AndrewT (see edit history)
such as an m60 on the back of the warthog? i actually like that idea more