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AndrewT

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Everything posted by AndrewT

  1. Actually matt from demolition ranch is the @%$# when it comes to 500 S$W cause he still flinches when he fires it while scott was always firing his without flinching, at least before his accident. the Harry's new calibers mod adds tons of new calibers to the vanilla guns with their own sounds including the 500 Magnum. the Harry's new calibers mod adds the 45-70 for both the hunting rifle and the revolver and its fun.
  2. Ok I didn't think a SizeScale of 7 for the regular behemoth and 15 for the radiated one would be that much of a problem what sizes would u recommend for both of them im open to ideas.
  3. Thats nice to hear and yeah everyone including myself are quite excited about A20 but i know this mod will be updated to A20 when the time comes and maybe then we can add features such as the destruction of mounted weapons on boss zombies.
  4. Also matt I posted in the general discussions section that the current load animation for the M60 is actually not correct. If u know alot about guns like I do u would know that the M60 is an open bolt weapon meaning when loading it u have to yank the @%$# back to pull back the locking bolt first so its out of the way when loading an ammo belt, the same applies to every belt fed machine gun in existence. currently the animation shows the player yanking the bolt back last when that's not right as the bolt would be in the way of any ammo belts u try to load with. in A18 the M60 had the proper loading animation so I don't know why they changed it in A19 but that's just something I noticed because I happen to know alot about all kinds of guns.
  5. Yes cannons will be linked to most likely demo expert since they should use explosive shells and can only be deployed at bases as they would be too large and heavy for any vehicle while heavy machine guns such as the browning 50 caliber which can be linked to the machine gun books (like the M60) and not the perk, can be mounted on large vehicles like u would see in real life. but yes the cannons will make craters with their explosive shells so players will have to plan ahead when designing a base with plans to arm it with cannons. and u also mentioned mortars which i actually like but these mortars will need the aiming ark line like u see in other games that have mortars otherwise it'll be impossible to aim with the mortars and since mortars fire HUGE explosive shells players bases will need heavy concrete or steel foundations all around their bases in order to not worry about big craters all over the place after fighting hordes but despite all the hardships with these heavy weapons the satisfaction of watching zombies get slaughtered by intense machinegun fire or being sent flying like rag dolls by cannon fire will make it all worth it. I also said that they can add 19th century cannons as well as modern ones well that can work to make a tier system for the cannons as the classic breach loading cannons from the 19th century can be the low tier while single shot or multi shot modern cannons can be the mid to high tier weapons of this class so classic cannons can be made with thick iron while advanced cannons are made with steel just like real life. but long story short these heavy machine guns and cannons would be a great addition as it would make fighting hordes more fun, especially for players who like blowing everything up.
  6. Its about time someone mentioned this idea and it would seriously be cool to have big heavy machine guns(50 cal) or artillery cannons with explosive shells for base defense now since artillery shells can blow up the ground players will need large concrete or steel foundations around their bases but it'll be tons of fun as players can send tons of zombies flyin like rag dolls. while heavy 50 cal machine guns can also be mounted on base walls as well as vehicles. the cannons can either be classic 19th century pieces with black powder shells or modern cannons with BIG BOOM shells. tell me what yall think
  7. If yall know alot about guns like I do, yall would know the M60 is an open bolt weapon which means when loading yall have to yank the lever to pull back the locking bolt first before you insert a bullet belt into the receiver in A18 the M60 had that kind of loading animation but now in A19 the animation shows the player pulling the bolt back last when it should be done first like every belt fed machine gun in existence.
  8. Before yall ask yeah I increased the sizescale of the behemoths but to me it looks like a bug that causes them to bounce around the map after being knocked down with headshots. they literally bounce around the map like a giant pin ball.
  9. Hey arramus I posted a topic about weapon and body part destruction on the boss zombies in the update request section for mods but my two questions are. Have u mentioned this idea to anyone else working on this mod? and just what are you guys thoughts on this idea?
  10. Ok this sucks because increasing the SizeScale for the giants only makes them appear to float in midair
  11. Wow Ragsy The fact that you guys have made that much progress on the vehicle animations by the first test is amazing Marcus has done a fantastic job. Never have i been so impressed in my life. you guys keep up the amazing work. I also have a vehicle model request that I think you guys may like, now i dont expect it to be added ASAP nor do i expect it to be added at all but i think this vehicle model is a pretty cool idea. this tracked vehicle is the huge german landcruiser PANZER 1000 RATTE mega tank, it would be great for players who like blowing up things with huge cannons as well as a great vehicle for players who like to smash everything that gets in their way. if the huge tanks guns can be functional that will be so awesome. But aside from all that I'm extremely impressed with the progress yall have made and i hope tests continue to deliver successful results.
  12. Ok I hope Alpha20 will be ready for release soon. but I did see the new rubble models and I gotta say despite the large amounts of time between releases TFP you guys are really killing it with the new stuff. Keep up the amazing work yall.
  13. One idea I had for the boss zombies is the ability to destroy certain weapons on them for example it would be cool to shoot the scorchers flamethrower fuel barrels and make them explode. I got this idea because other fighting games new and old have bosses who can have certain body parts or machines (usually weapons) be destroyed.
  14. Hey man I mentioned this idea before now I don't know if it could be possible but tell me what u think. So you know how many bosses in various games new and old have body parts or machines (mostly in the form of weapons) that can be destroyed separately to make the boss less deadly. my idea is could it be possible for certain zombies such as the scorcher for example to have its flamethrower fuel barrels explode when shot similar to how limbs and heads can be destroyed?
  15. I have almost 3500 hours I've been part of this community since A15 and the game has been getting tons of better since then. I'm also excited for the new pipe weapons but a not so big yet really good improvement they could do is make the hunting rifle have 5 shots and u cycle the bolt in between shots as it would look cooler.
  16. Well i dont know what caused the problem on my game but as far as im concerned it may have been fixed somehow with the few updates the mod has recieved since i encountered the problem. I say this because i already had my other mods reinstalled when i installed the snufkin's EnZombies mod and it works perfectly. Arramus I know some of us but not all of us know how to change codes in the mod and I know it would take time but could it be possible to make a horde night only version of this mod for players who want more challenging horde nights. I'm not saying yall should do it I only mentioned it because its not a bad idea but all I can say at this point is yall can form your own opinions on it.
  17. ok good to know. Also I had an idea that you may find interesting. since the denotator on the demolisher is a separate entity I wonder if we could do a similar setup with the explosive barrels on the bomber and scorcher cause it would be pretty cool to make their barrels explode when shooting them. similar to DOOM eternal where players can destroy certain body parts and weapons on various demons rendering them less deadly. now with my limited knowledge on programing I don't know if it could be possible but i think its a cool idea nonetheless
  18. Ok so i possibly could've been the only one to discover this issue which wouldn't surprise me. but I think the next best course of action is to ask other people who use this mod and see if any of them encountered this problem or something similar since i dont know what else to do.
  19. arramus its been a while since I mentioned this but if u remember when i mentioned how for some reason all my other mods need to be removed then install this mod for it to work properly then reinstall my other mods. Have u figured out what was causing that?
  20. just out of curiosity I know the behemoth spawns in the wasteland but at what gamestage?
  21. I actually have three other mods you may like however one of them requires a file extractor program to properly access the files to install it but trust me once you get all that set up its defiantly worth it. The mods are: Titanium This is the mod that requires a file extractor program. However once installed it adds really good stuff. when placed down titanium blocks have the same texture as the old stainless steel, but my favorite part is the mod adds titanium blade traps and unlike the regular steel blade traps which have only 2500 HP and require 20 wats of electricity to power, the titanium blade traps only need 1 wat of electricity and they have a whooping 100000 HP all titanium blocks have 100000 HP. Link: https://www.nexusmods.com/7daystodie/mods/1230 Return of the behemoth This is one of several mods made by Khaine as the title suggests it brings back the old planned behemoth from A16 as well as the radiated version which was planned for A17 but never got to be tested. the behemoth will typically spawn in the wasteland but will also show up during hordes. both behemoths are fully functional and are a beast to take down (a good reason to have the calibers mod) the normal behemoth has 5000 HP same as the original plans by TFP and the radiated version has 7500 HP again same as TFP originally planned. my only complaint with this mod is the behemoths should drop really good stuff like the snufkin zombies but other than that its a good mod for players who want more of a challenge. Link: https://7daystodiemods.com/return-of-the-behemoth/ Return of the hornet To be totally Honest I prefer the hornets over the vultures because hornets were good sources of honey when the game wont hand out antibiotics. unlike the hornet back in A15 which were yellow these hornets are a demonic crimson red which fits the theme of the game more. just like the old hornets there easy to take down with bullets and they even have the same sounds to relive the old days of the game, and the hornets only attack when u get close to them unlike the vultures who show up outta nowhere and attack u on site. Link: https://7daystodiemods.com/return-of-the-hornet/ I understand not everyone is good at installing mods so Harry's new calibers is not a good start for new mod users and yeah the mod is client side but that shouldn't be too much of a problem if players in a server know what there doing. I only recommended the calibers mod because tough zombies like the snufkin ones would take tons of bullets to take down. Let me know if you try any of these mods and tell me your thoughts on them.
  22. Have you tried out Harry's new calibers mod? if you have what are your thoughts on the mod?
  23. U can also access the local files where the Mods folder needs to be through steam just right click on 7DaysToDie on ur game list then click Properties then click browse local files and they will show up. Also 7DaysToDieMods.com is a website dedicated to mods for 7Days on that site i found mods like one that brings back the old hornets in a more crimson red color rather than the original yellow And a good trap idea is to place barbed wire fences under the wires connecting electric fence posts to each other the goal of this combo is to have the barbed wire slow down the zombies for decent amounts of time while the electric wires shock the hell outta them
  24. theres a mod made by MeanCloud that add ores for copper and zinc as well as the raw materials which can be smelted and mixed in a forge to bring brass to mass production. however the mod has a complicated method of installing as the prefab files of the ore blocks and veins have to be added to the vanilla game prefab folder, not doing this will glitch the @%$# outta the game i learned that the hard way.
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