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Apaseall

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  1. No worries Just posting to let you know, plus if anyone else was interested, there is now something for them too.
  2. @KhaineGB Good news, this post does not contain any questions! I found the issue with the DF guns (M4A1, Coil Rifle/Sniper & LaserRifle) not breaking out of aim mode to reload either when manual reload requested via R key or clip/magazine empty. Hope this is of use to you.
  3. @KhaineGB Thank you for your reply. Yes it was a lot to cover, so I hid it in order not to clog up this forum too much.
  4. @KhaineGB Here are some technical questions that I hope you can help me out with. First a DF specific one. Now for something not specific to DF;
  5. @KhaineGB Thanks for the reply. Re Marauder comment, yes I know it's Bdubd, but I was sort of replying to the suggestion about looking at the Willy. No offense meant. Still loving the vids you are posting, short and sweet, just how I like em Re Guns, one last comment, the DFgunP225 works perfectly. I am interested in a reply for the armor penetration question, I know you are a very busy chap, just reminding you. I am looking forward to moving to A20, but I wonder if my potato will run it. BTW, do you know of any list of mods that DF A20 will have conflicts with? I am currently playing DF with Sorcery, but will likely to looking at DF with some other things next time around. Maybe some extra zombie models, the npc project looks interesting, as does the forest? stuff. Or maybe you or someone else in here have a few suggestions of things to run DF with? DF is amazing but I am a bit greedy/inquisitive so... Oh and I think one of your vid play through is using an extra thing for the initial map generation, something that add extra POIs, do you know if that works with a20 4.x ? or have I missed where you said something about it? Cheers
  6. I am still back in A19.5b60+DF3.4+S0.944 land. Willy vs Marauder. Auto Reload not working as expected whilst aiming. Armor bypass/penetration.
  7. Ah, also we might be not talking about the same version, A19.5b60+DF3.4+S0.944.
  8. I may have failed to explain myself correctly. To be clear, I am talking about the thing that you see moving when you poke something with the spear. As mentioned the icon color is one thing, what I am after is the stuff you see in the main screen. I have not been able to locate in the xml where a color is applied to that.
  9. Cheers, I will take a peek to see if I can find something. Does this; change the appearance of this; ? The reason I ask is that I have made a laser spear and can do this; which I assume will change the appearance of the icon, but I would like to have some form of looking at the weapon in hand to visually let me know what I am wielding. I am only looking for xml help, as I am not about to learn all about unity to just do a spray job on a stick My thinking is that the StickyMaterial changes the appearance somehow of the prefab? Obviously I would need to be told the name of the mat file as I believe that stuff is erm inside other stuff n that sort of thing is hidden from me? Ta very muchly for the mod and the help. Oh and I got my first laser workbench last night from the bunker, YAY me. I have no idea how stuff got strikes through it and I cannot get rid of it
  10. Yay and Boo. Yay in that well I am not being inept, and Boo cos that sucks. TY for the fast reply. I am watching your vids, thanks for them. I like that they are short and to the point. I look forward to playing A20? when I finally get finished with this one which is a special combo of DF & Sorcery. A different question. I finally got round to making a coil sniper and found an issue that is annoying me. With the previous weapon (sniper not marksman I think) when I ran out of ammo in the clip whilst in zoom mod, pressing R would take me out of zoom and into reload. When reload finished I was left out of zoom. This made reloading fast and all I would have to do is go back into zoom mode. With coil sniper in zoom mode I get the click, no reload happens automatically, and pressing R does nothing. If I do press R in zoom, nothing happens, but coming out of zoom then starts the reload automatically (I think I am remembering rightly). I hope I describe this correctly, anyways, something about reload in zoom is different with coil sniper. I have removed the autoreload from action0 but have not had chance to test it yet, do you think this is the issue? As the previous sniper does not have the autoreload. Does this ring a bell?
  11. Sadly I admit defeat, I simply cannot code what I want, and ask for help. This is a little time warp, as I am still playing 7D2D - Darkness_Falls 19.5 3.4 0.944. I hope this is merely me asking for help understanding some code, not a version specific issue. Here goes. The aim I have is this; to make changes to the existing code via patching (i.e. append etc), to change the behavior by adding extra functionality, to item_modifiers. I desire to break the surface boulders when I smash into them whilst driving a vehicle with a mod installed. This is a bit of code, the point of which is to add a Tag with a value that I can then use in the other part of the code; Viewing the ConfigsDump I can see the above code works as expected. Great! Now the code that is not working; With this version of the code, what I expect to happen is; to hear a sound when I hit the boulder whilst driving the vehicle with this mod installed. No such noise is heard. Thus I believe the code is not being triggered. To add to this, hitting the boulder with a weapon doing only 5 block damage, I can see that after driving into the boulder, the expected 100 block damage is not occurring. I am not fixed with using the additional effect group, nor am I married to the idea of using requirements and triggered effect. Indeed my previous code was centered around combinations of passive effect vehicleblockdamage/blockdamage/damagemodifier with tags=surfaceOre. Initially I was tagging the boulder with Vehicle_Boulder, which worked in the sense that the boulders were tagged, but sadly the item modifier part failed. I thought it might be an issue with needing to use an existing tag rather than creating a new tag. I can set the general damage via the item modifier, but that applies to everything I drive into, not what I am looking for. Yes I am happy to do a bit more damage when driving into things, but not the amount of damage that would be required to crack open a boulder. For the life of me I do not understand how to get the item modifier to fire for specific tags. I am happy to use something than tags to differentiate damage amounts. So what I am here for? First some working code, but more importantly some education - why is what I am trying to do not working? Again, this is an older version of DF, I am continuing my play through until the bitter end. Oh, and yes why do I want to smash these boulders in the first place? Well my map is extremely bumpy, I have no flying things yet, so it is me, a maruder, a turbo, and a lot of sudden stops in the night when the boulders turn into ninjas jumping into my path!
  12. I would consider using a different approach that direct node order, effect_group[2]/requirement[1] because AFAIK, if the node order changes, it breaks your code. Is it not possible to expand like; /effect_group[@a='1' and @b='2'] to gain access to the specific node? edit. Just viewed the spoiler. I see the issue, effect_group has no attributes to test and the same requirements appear in more than one place. Hmmm, try insertbefore and target the DismenmberChance ? I am figuring out this modding/patching stuff myself, and thought I would try and help out a bit. I mention the change in approach mainly because it might break if you use another mod that does something unexpected. Using more specific targeting rather than direct node numbering might prevent future frustration?
  13. Hi, Quick confirmation question. I am correct in assuming that a valid append will generate a WRN message in output_log.txt if it does not append? Here is an example; <append xpath="//block/property[@name='Class'and @value='DoorSecure']/../property[@name='Tags' and not (contains(@value, 'lockedDoor'))]/@value">,lockedDoor</append> In the example we want to append the text lockedDoor to the attribute value, in the node property name=Tags, but only if the text lockedDoor does not already exist, assuming the test for node property name=Class and attribute value =DoorSecure passes. If the text lockedDoor is already present in the list of values/data for the attribute value, then no appending would take place. So the question is, given the circumstances outlined, would a warning WRN message be posted to the output_log, since although processed, no work was done by the append statement? If this is the case, can we get a change to the message posted in the output_log.txt file please? Even a status change from WRN to INF, since no error has taken place, but rather a statement has been processed without making any changes. I believe this would be helpful for folks trying to write mods/patches by hand. Thanks.
  14. Sorry, neglected to pop back to this thread. Many thanks for the reply @ErrorNull I will take a look at the stuff you linked. My greatest achievement for today... <!-- Tags for doors, using Class SecureLoot, should only tag locked things like locked doors and not all doors --> <append xpath="//block/property[@name='Class'and @value='DoorSecure']/../property[@name='Tags' and not (contains(@value, 'lockedDoor'))]/@value">,lockedDoor</append> I must admit, it took a few looks at the code to get it right, but it is satisfying when it works.
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