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AndrewT

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Posts posted by AndrewT

  1. 13 hours ago, arramus said:

     

    Entities, both the original and PLUS, can accept their own customised SizeScale codes in the entityclasses.xml

     

    Animals can also accept SizeScale as well and Stallionsden has utilised the same code to change chickens to hens and stags to moose in the animal fix mod.

     

    As an example of one I am familiar with, the Motorhead entity is effectively using the Biker properties for model with those attachments applied as a buff.xml. A customised SizeScale was added to its properties to give it that extra height and mass:

     

    <entity_class name="zombieMotorhead" extends="zombieTemplateMale">

    <property name="SizeScale" value="1.7"/>

     

    This SizeScale property can be added directly to each entity which doesn't currently have it to increase or decrease the scaling. All of the entities I introduced have scaling and it's very much personal choice for the other modders who added their own. It is something that can be done manually by anyone who downloads the mod and active forum users will certainly respond to any specific questions or requests.

    I tried to add a SizeScale code for the juggernaut but all it did was make the juggernaut appear to float in mid air without making him bigger.

  2. Ok so I recently found a mod that brings the old hornet enemy back to the game with a more dark red appearance rather than the original yellow and I also recently figured out how to make certain enemies bigger. what i want to know is, Does increasing the entities sizeScale make their hot boxes bigger as well?

  3. 15 hours ago, JACKT said:

     

    I have the same idea as you, just making a vehicle MOD, which is more difficult for me. I wonder if you can make it. We can do this idea together!
     

    I would love to work with someone on making this vehicle but unfortunately im not good at modding as i have never done any form of modding apart from editing codes in mods i downloaded. 

    Although i did mention to the creator of this mod that a tank (modeled after the MAUS) that can smash through blocks and structures would be cool. Let me know if you have any further questions. If you or anyone else knows where and how i can make mods let me know.

  4. I know this idea wont be easy but it would be fun if you guys can make it happen. my idea is a special vehicle that not only breaks blocks with ease but collects resources as well. again I know it wont be easy but its a cool idea nonetheless.

  5. 9 hours ago, arramus said:

    I understand about the concern for sure, as that can be a server breaker and all that work goes down the drain. One good thing about these entity type mods is that they are removed from the World if the mod is removed whereas other assets like vehicles cause big update issues if an ID is still tagged to a player's backpack/toolkit or parking area and it is removed. So far, we haven't seen any issues when introducing new Z's to a World and the Tipsy Gaming Community took the chance to add this update and haven't reported any console errors or conflicts; and it has been about 28 game days since the initial introduction. The same can be said for all previous updates with new additions to the PLUS version. Naturally, there can be no guarantee but after 6 months with multiple new entities added it's good to see no issues with updating so far.

    awesome keep up the good work. also day 49 horde went well my titanium blade traps preformed perfectly (I have a mod that adds titanium and titanium items ill tell ya more if your interested)

  6. 18 minutes ago, Bernard said:

    that is a possibility i have the out of date one, but the folder is badged up as a19 25th feb 2021

    Well Bernard what I had to do was uninstall all my mods then reinstall the snufkins zombies plus before reinstalling my other mods I think u may be experiencing the same problem with this mod.

  7. 7 hours ago, Bernard said:

    im having trouble getting the mod to work, im using 19.4 (b7) and i keep getting a console error trying to interact with it, placing isnt a issue

    has anyone else experienced this or knows a fix?

     

    Bernard u may have other vehicle mods interfering with this mod or other mods messing with it. i had a similar problem with the custom zombies mod where my other mods would glitch the mod to where the custom zombies only spawned on horde nights i had to uninstall all my mods then reinstall the zombie mod first then i got it to work and redownloaded the other mods after that.

  8. This would really improve the progression as it will be relatively easy to get into the steam age once you acquire iron tools to easily collect coal and water with a bucket now this steam age would obviously include steam powered machines and vehicles such as large balloons or even small airships, basically the closest you can get to a steampunk world in the apocalypse this would a good reason to bring in the Joke Blimp in as an official vehicle. now as for the metal mixer bench the name should tell yall what it does which is simply mix metals together to make stronger materials including the ability to mix copper and zinc to mass produce brass that way we no longer have to rely on finding brass items to smelt. now obviously brass items can still be found and smelted.

  9. I already mentioned this to the creator of the Vehicle Madness mod but i figured yall may be interested in this as well. it would be nice to have a post apocalyptic tank that can smash through rubble and walls. And if you guys make a tank like vehicle i request that its modeled after the MAUS tank.

  10. Well a jeep with a mounted M60 will be nice but it would also be cool if we had a full blown Tank, and this tank can only be acquired by completing high tier trader quests and is a 4 seater(one seat for the turret) and the tank can obviously shoot its cannon to destroy building for various reasons and this tank can smash through rubble such as cinder blocks and scrap metal in the wasteland as well as being able to smash through walls of certain materials. and this tank will come with a new type of ammo (tank shells). I came up with this idea because im tired of rubble stopping me dead in my tracks im sure many other players are also tired of it too. Also this tank instantly kills all zombies it runs over.

  11. 21 hours ago, Darklegend222 said:

    The game SCUM did what you mentioned about character statistics. It's an insane chore to manage and really takes away from the fun. And it would be an excessive chore. The character creation is also getting an overhaul so you can't make abominations. Also, if you could punch like a sledgehammer, then they might as well remove it from the game. I get the point your trying to make and it's not a bad one, but it's not a good option.

     

    Instead, you could try getting the older systems back. "I punch zombie, punching has leveled" "i hit zombie with club, blunt weapons have leveled" would be the proper way. Especially since all food would need a rework and trust me, having to eat blueberries and corn all the time alongside meat would just be a hassle. Poor to maintain and would be more challenging than the zombies. Though i like where your heads at!

    yeah that's true but the character system does need some improvements im glad there working on that for A20

  12. Now first off I know that Neanderthals have been extinct for a long time and may have not been as intelligent as we homo sapiens are. but when I mention one of these character ideas in detail yall may find it interesting. To start one thing the character system needs is to have a character's bodyweight and muscles actually affect their capabilities such as increased body fat slowing down your character and more muscles giving harder punches and sledgehammer swings (I know we have strength perks but im talking about early game before u get all those perks) I wanted to mention this because we can customize our characters to either be really fat or have big muscles but I think its time that those customizations actually affect the characters performance rather than just affecting their appearance. Now this next idea is where the whole Neanderthals thing comes in, another idea for improving the character system is giving the player the ability to chose which type of human they want their characters to be. Now again I know Neanderthals may not have been as intelligent as us but it would be interesting if we could give our characters certain Neanderthal features such as thicker bones meaning harder punches since Neanderthals had thicker bones im sure their solid punches would be equivalent to a sledgehammer. I know this whole Neanderthal thing sounds like pure fantasy but it is interesting nonetheless

  13. 15 hours ago, xyth said:

     

    Yes.  You need to make the new flag textures then add them in Unity and reexport.  There are old videos on how to do that.

    Ok do you have any links to those videos cause i have several flag ideas.

  14. Dose this mod include military vehicles like tanks? I need a beefy vehicle that can smash through rubble in the wasteland

    Dose this mod include military vehicles like tanks? I need a beefy vehicle that can smash through rubble in the wasteland

  15. On 4/14/2021 at 2:39 AM, Diragor said:

    it doesn't need to be a FarCry clone but yeah some animation improvements would be nice. They are not really nessesary but awesome if implemented.

    Well i never meant for it to be a FarCry clone i only suggested gun jams because when u scavenge an AK47 from a house who knows when was the last time that gun has been maintained. in other words it would just make scavenging more realistic.

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