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AndrewT

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Posts posted by AndrewT

  1. TFP I must admit when i first discovered this game with markiplier i thought this was always gonna be a minecrap clone but you guys have evolved the game so much that it makes minecraft look obsolete you guys have done such a fantastic job with the game and it continues to get better with every update keep rockin and rollin yall.

  2. well Ragsy the tank being modeled after the MAUS was only my suggestion but there are various tank models in real like that use rubber tires rather than tracks but a tank is a big thick honk of solid steel so with tires or tracks either way it'll smash through rubble easily. but its entirely up to u on which tank u want to use as a model. and quick question, will we see images of the tank and mining vehicle once their models are finalized?

  3. 1 hour ago, AemiliusMily said:

    Oh, heck yeah. I am already using that mod. It is awesome, I love the mittens and the sharkie! I would love to have more varieties to play around with. But definitely been loving the Snufkin's serverside zombie that has the Archer Geist, Tipsy squatch.

    Hmmm, interesting. I will check out Harry's new calibers mod!

     

    Thanks for letting me know!

    when using Harry's new calibers it'll add stuff like the 10 gauge shotgun including slugs which do -56% to enemy armor so the slugs are good for tougher armored enemies

    for some reason when i was turning off the game i got a null reference i hope thats not a bug with this mod. if so then the mod may need an update

  4. These are brilliant ideas in fact I even mentioned this idea once. now if you pay close attention zombies already have animated bleeding when cut with a knife or machete but they can really step up their game by adding deep cuts/gashes that blood gushes out of like a fountain. Another interesting idea i got is if the zombies heads (mostly the bigger ones) can have head sections that can be blown off with bullets meaning the flesh on one spot of the head can be blown off along with the skull exposing the brain, now some zombie models already have exposed brains but it would be fun to watch sections of the head being blown off during fights. One final idea i had is adding more types of blows to the head rather than just heads exploding for example lets say your fighting a zombie with an axe it would be cool if that axe can split the zombies head open like when u split wood logs with an axe.

  5. On 6/9/2021 at 8:37 AM, AemiliusMily said:

    Thanks Andrew for the information! Aww, would have loved to see the Giant himself in action! May I know which zombie mod are you using then? Thanks!!

    That would be the Snufkin's serverside zombies PLUS but i warn you the zombies in that mod are insane as some have tons of armor and will take tons of bullets to take down. However theres a problem with that mod as well where i had to uninstall all my other mods then install the zombie mod to make it work properly then reinstall my other mods. all that aside if you try the zombies PLUS mod i highly reccomend that u also get the Harry's new calibers mod as it adds bigger bullets to fight tougher zombies more effectively.

  6. 5 hours ago, darklordpotato777 said:

    Idk if I did something wrong on install, but so far, the Geist and Scarecrow are unkillable. When I attack, there's no noise of contact, but they can still kill me. Any ideas?

    The only problem i have with the scarecrow is that the hitbox seems to be smaller than the pumpkin head so a shotgun is the most effective.

  7. On 6/6/2021 at 10:50 AM, AemiliusMily said:

    Custom Zombies Mod by Robeloto

    -----------------------------------------

     

    I seems to be having issues with the “Predator” and “Cloaker” spawns, it give me error of null reference.

    And for some reason... The Giant skin does not seems to be working for me...? Correct me if I am wrong but the Giant suppose to look like how it is in the Videos posted right? Real slick and all...

    But mine is just a bigger scale of the Biker Zombie. Kinda bummed out. Any updates/ idea on if it's compatible with A19.4 / A19.5?

     

    Thanks guys!

    Well the Giant in the videos used a bigger copy of the old biker model (from Alpha18) that was retextured but ever since the biker zombie got its current HD model they never got around retexturing the giant. and i recently replaced another zombie mod with this one on A19.5 and the mod works great.

  8. one electric idea I had was the electric fence posts with a wire tool would be connected to chain linked fences so the zombies walk into electrified solid blocks rather than wires that they slowly walk through.

  9. I know we can change codes and I know there may be a mod or two that make custom playable characters bigger in height but I was looking at the character customization in older alphas and I noticed there used to be an ability to customize your characters height so you can either have a midget character or a giant. It would be cool if they brought that back but not make insanely huge custom heights obviously.

  10. By far the two things im most excited for in A20 are the new RWG features and the new model for the AK47. Also fun pimps this is just a suggestion but it would be cool if the pitch of the current AK loading sound was lowered a little bit cause it would sound cooler... at least in my opinion.

  11. On 5/17/2021 at 3:08 PM, Ragsy 2145 said:

     

     

    Tank Tracks to look like they are moving would be the tricky bit of doing a tank model but not impossible .... With the experimental damage system in VM A tank with the right weight should crush some objects in the wasteland too .....  A proper Tank is on our list of things to do as is a digger of some description .  

     

    Regards

    Ragsy!!

    Glad to know that. Plus I have two ideas for what the digger vehicle should look like as well as what the tank should look like. If your interested.

  12. I've been reading the codes for the Beast (the old mining vehicle) from the old custom vehicles mod and im starting to get an idea on what ill need to do but it wont be easy. But im always looking for a challenge but some help from an experienced Modder would be nice as well. Also I'm not planning on ressurecting the old mod by manux im looking to make an entirely new mod that adds a vehicle that looks like it will mine through a mountain. with that said I will need some help with this project I would appreciate anyone whos willing to help me with it.

  13. 2 hours ago, bdubyah said:

    If you want it so bad, why don't you study the code and try and update it yourself, instead of spamming every thread that is even remotely related to your request? 

     

    Like arramus said, post a request in the appropriate area. As I know you've already seen, someone else is wanting to get that old mod updated for a19. Maybe you could collab with them to try and make it happen. 

    that's something I can try but just to point out im still relatively new to coding but if yall know any coding tips such as things to read or videos that can show me custom coding let me know. im downloading the old mod now so i can read and study the coding then ill see where i can go from there. after reading the coding ill then need to get the best and cheapest MAUS tank model i can find if yall know any websites where i can get vehicle models let me know.

  14. 8 hours ago, arramus said:

    This is far beyond my coding know how and it would have to be handled by a modder with more capability.

    As a simple work around it may be possible for servers who run the Snufkin Xpansion Weapons Mod and Vehicles Mod at the same time to utilise the hat mod system. For example, adding the parachute with a low fall velocity buff or zero impact damage bracing buff could act as a workaround.

     

    It may not be pretty though as the hat will show the parachute while in the vehicle and it is not detaching when removed as other hat mods do. As an example.

     

    Testing with @bdubyah's Vertibird from the Wasteland Mod.

    20210513185626_1.thumb.jpg.27190b2d56512c51fce28f5a71045136.jpg

     

    And as the parachute is already attached to the player's helmet, it simply hangs where it is manually located.

    20210513190041_1.thumb.jpg.53c081ee4f9275fc4f6acedb37c74190.jpg

     

    I shall ask a more experienced Modder for advice on this one for sure. If it is not possible to hide the parachute while in a vehicle or detach it like with others, maybe another model can be added instead depending on what's available.

    I'm sure I saw a post where this was a thing in A16. Before my time with 7D2D and I wonder if the code is still out there or anyone remembers it.

    well if You can find the old A16 version of the manux custom vehicles mod what you can do is study the code that makes the mining vehicle possible then you can use that as the base for a new mining vehicle. but i want to see the most is a tank vehicle modeled after the MAUS which can smash through rubble when traveling through the wasteland without the rubble stopping you dead in your tracks.

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