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Everything posted by TheWolfssegen

  1. Hey Devrix, quick modding question, have you had any luck disabling zombie attack with buffs? I have sorcery downloaded and was trying to use the code from your ice freeze spell as an example to try it, but it seems they're ignoring all of the passive effects, and I don't know of a way to dynamically change properties. Thanks for your time. P.S. Love the mod btw, easily one of the most ambitious ones out there.
  2. To my knowledge, the way the audio works is that audio comes out of an audio source (if you look at the xmls, each sound has one). These are a unity thing that have a volume built in, as well as some other parameters I'm unfamiliar with. You can, at the very least edit the relative amplitude, if not the peak amplitude and it will have an effect in the game (I tried this out a few days ago and confirmed at least relative amplitude change, meaning you could leave 0.01 seconds at the current peak amplitude and have the rest be really quiet). This is the same reason you'll see a lot of custom entities that have audio as a core of their identity using the screamerVO as their audio source, it's loud. So that's partially true, but you can do something with just audio editing.
  3. It looks like it is possible, I would look at devrix's Sorcery mod, particularly at the familiars. Looks like he has some way of spawning them in via spell (item use). and it has it's own AI, though it's classified as a turret from what I can see. Loos like more or less what you need. Best of luck.
  4. Couldn't find a straightforward answer on this after some 2 minutes of looking so figured I'd just ask, are the prefabs utilized by the RWG if they're simply inserted into the prefabs folder with all the requisite files like all the base game prefabs, or are there other requirements? I'd simply like to use some of the excellent prefabs listed here. Also, are they required client side if used by a server? Thanks.
  5. It doesn't look like there's a way to do that easily, given a cursory search of the xml file for sound it looks like it's handled deeper into the game, to the point where you'd need a decompiler. Sorry mate.
  6. These things wouldn't be that hard to add, I would highly recommend looking at the xmls (in 7daystodie/data/config) and trying to implement them yourself. Remember to backup your files before you go digging (just copy them somewhere else on your pc). With some questions asked here and a bit of determination I'm sure you could easily make this modlet.
  7. There is a mod that changes volumes of some sounds, but it can't be done through xml. To my knowledge, you'd need to rip the audio files from the game, then lower them manually in something like audacity, then make them back into unity assets and replace them in a mod. This is the mod that does it, if you want an example to go off of, though I don't have any experience with ripping or creating unity assets so you'll have to ask someone else about that.
  8. Yeah, the system I ended up going with utilizes a tag system tagging roughly how much armor an enemy has base, then passing back hard coded values that are approximately what you would get up to 4 stacks. A lot of legwork but I suppose it's one of the limitations of how cvars are handled.
  9. TL;DR: How to pass cvar/make cvar global? Hello all, I'm trying to implement a stacking buff based on the amount of armor shredded, here's what I had written. <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="armorShreddedMult" operation="set" value="1"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="armorShreddedMult" operation="subtract" value="@shredPercentage"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="armorShreddedAmount" operation="set" value="@currentArmor"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="armorShreddedAmount" operation="multiply" value="@armorShreddedMult"/> <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="armorShredded" target="selfAOE" range="10" operation="add" value="@armorShreddedAmount"/> shredPercentage and currentArmor are already part of the entity already, and work fine. My problem is when trying to pass back armorShreddedAmount. What I would like it to do is calculate the amount of shredded armor (which it does) then add that back to the player entity (this buff is on an enemy). However, it seems the way this works is that when performing this line <triggered_effect trigger="onSelfBuffStart" action="ModifyCVar" cvar="armorShredded" target="selfAOE" range="10" operation="add" value="@armorShreddedAmount"/> it looks for the value armorShreddedAmount on the player entity, which isn't initialized so it ignored/treated as 0 and nothing changes, rather than passing the amount that was calculated above. Is there a way to declare global scope to fix this, or some other trick by which I can pass the cvar? Thanks.
  10. Hey all, I'm trying to swap the animations of an item that uses the sledgehammer hold type (33). Currently, it seems there's some reason that the UsePowerAttackAnimation attribute does not work when applied to action0, but does with action 1. I'd like to make it so the regular attack uses the power animation and visa versa. Any idea on how to achieve this or things that might prevent it? Thanks.
  11. I'm actually having some trouble finding it, not seeing anything being called by the rifle other than the rifle press and ready buffs. If you could point me where it is when you get a chance, I'd appreciate it. Thanks.
  12. That sounds legit, I will definitely take a look. Thanks my guy.
  13. Is anyone else having trouble with the download? New tab opens and closes instantly for me, with no download.
  14. Hello all, I'm currently creating an overhaul for the game for my friends and I, and in reworking all the weapons I wanted to add a unique attribute to the spears where they do increased damage the farther they travel. I was hoping I could just invert the damage falloff system that's there but I don't see any leads on how to do that. Any ideas are welcome. Thank you.
  15. You're a saint my friend, thank you. Any resources you'd recommend for decompiling and looking at the code? As I'm getting more into this I feel it's going to be necessary.
  16. Hey all, I've been plodding around the xmls and have made a mini overhaul for myself and my friend group. I'm now trying to add some custom enemy variants and I want to add a boss type zombie for blood moon that has a deadly ranged attack it uses from very far away. It's that last part that's causing me issues. It seems no matter how I change the hand item to have more range, longer damage falloff, projectile fly time, lifetime, velocity, sight range, angle, etc, I cannot get them to initiate their attack past a range of 24-30m. I've tested this extensively and the only thing I can think of is that in the AITask RangedAttackTarget's data field there might be some value that can be passed (along with item type, cooldown, etc.) that could affect their targeting range. I've tried range, maxRange, and targetRange to no avail. If anyone knows anything on this (and anything else on modifying the AI behaviors, as there seems to be a ton of things I can't access easily) then I would be grateful because I'm at a dead end with many hours of head pounding trial and error.
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