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Found 8 results

  1. What is this? This plugin replaces the zombie spawning model with an offline simulation. Players on the server will be assigned a visibility zone that decides which zombies will be active and which ones will be offline. If the zombie was killed it will respawn at the map border as an offline version and roams the map, if the zombie is still alive but leaves the player visibility it will become offline but keeping attributes such as health and class. For more information please visit https://github.com/ZehMatt/7dtd-WalkerSim You can find the latest release here: https://github.com/ZehMatt/7dtd-WalkerSim/releases Update 1/24/2021, Version: 0.3.0 - A19.3 support. - Fixed potentially locking up the server. - Fixed initial population not using 'POITravellerChance'. - Added option to make sound distance configurable. - Added sound event vizualization support to the viewer. - Added option 'PauseDuringBloodmoon'. - Added option 'ReservedSpawnSlots'. - Added option 'WalkSpeedScale'. - Improved offline walking behavior. - Improved zombie spawning to avoid lag. - Improved despawn when backtracking, they have a minimum lifetime of 1 in-game minute. - Reduced network bandwidth for viewer. - Reduced default server update rate from 60 to 40 Hz. - Reduced 'PopulationDensity' from 120 to 60. - Increased 'POITravellerChance' from 0.25 to 0.65. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.3.0 Update 8/27/2020, Version: 0.2.1 - DMT support, you can now play this mod without a dedicated server. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2.1 Update 8/25/2020, Version: 0.2 - A19 support. - Fixed visibility zone not being calculated correctly. - Fixed exceptions being thrown when new players join. - Removed the need to disable enemy spawning via serverconfiguration.xml. - Removed sleepers from the simulation, uses the builtin system instead now. - Added audio events, offline zombies will be attracted towards gunshot sounds. Download: https://github.com/ZehMatt/7dtd-WalkerSim/releases/tag/0.2
  2. After about a whole week's developing and testing, I've finally decided to make this public to the modding community. What does it do? Basically as its name suggests, it allows you to use your own particle prefab for explosion. I assume everyone ever worked with explosives feels pity for the limited particle options. Worry not now, with compatibility in mind, this thing comes to your rescue. You can even use your own scripts on your particles, which of course have the ability to affect gameplay! A short showcase video for this mod, particle shared by guppy VIDEO How should I make use of it? I wrote a tutorial in the tutorial section, link: Using custom explosion particles with working scripts in A20 And in my GitHub repository linked in that tutorial, there is a working sample mod with a whole lot visual scripts. Keep in mind that it's still under testing! Well, although I've tested the mod under multiple use cases, and it's working perfectly in hosted MP, I'm still too afraid to say the word "stable". Please give it a try and report any bug at this discord channel: A tiny channel in Guppy's discord server Download the mod from NexusMods Thank you all in advance for participating!
  3. Since A20 client mods are now officially supported without the need of DMT, thanks a lot for that! This mod aims to increase the headshot damage to be able to kill ordinary zombies with one bullet if shot in the head. This works for any damage that is considered piercing damage, bullets, arrows, (probably) spears, excluded are enemies that have armor. Why? There are a couple of reasons to why I wanted it this way. 1. Bullets and brains do not like each other, so when I shoot something that has a head that holds the brain in it and there is no magic involved and also has no protection then the bullet should be the last thing the enemy will see. So for me this is usually an immersion breaking thing when bullets seem to be as weak as throwing stones at them. 2. The pacing of the game is a bit too slow. If you go with a silenced pistol and are a capable shooter this will change the entire pacing of the game, you can now pretend to be John Wick with precise shots. Why not XML? I actually looked at doing it with XML but the damage system in this game is quite complex and I didn't feel comfortable messing with those, I'm a coder and this was straight forward for me. Download https://github.com/ZehMatt/7dtd-HeadshotTime/releases/tag/v1.0.0 Source Code https://github.com/ZehMatt/7dtd-HeadshotTime Installation (Client) 1. Download the release 2. Unpack the archive into "%STEAM_PATH%\steamapps\common\7 Days to Die\Mods" folder. 3. Disable EAC, the mod will not load otherwise. 4. Done Installation (Server) 1. Download the release 2. Unpack the archive into "%STEAM_PATH%\steamapps\common\7 Days to Die Dedicated Server\Mods" folder. 3. Done NOTE: If you install this on the server the clients will NOT need the mod.
  4. Do you stream and want to bring another layer of interactivity into your 7 Days gameplay? Watch the video below to see what I came up with. Raced to kill 25 zombies first with the 7 Days to Die to Streamer.bot Mod made by kk964 Download the bot: https://streamer.bot Download the mod: https://github.com/KK964/7-Days-To-Di... Join the Streamer.bot discord for more mods, tools, games and other cool stuff for your stream https://discord.streamer.bot/ Catch me live at https://www.twitch.tv/lyfesaver74 Special thanks to KK964 https://twitter.com/KK964gaming VRFLad @ https://vrflad.com and nate1280 at https://patreon.com/nate1280 The mod still needs a bit of documentation and tweaking but it is usable at the moment. Currently, these are the events supported by the mod: # Events - ChatMessage: - ChatMessage {"player": {"name":"PlayerName"}, "message":"Message"} - PlayerDeath: - PlayerDeath {"player": {"name":"PlayerName"}} - PlayerKillZombie: - PlayerKillZombie {"player": {"name":"PlayerName"}, "entity":"EntityName"} - PlayerKillAnimal: - PlayerKillAnimal {"player": {"name":"PlayerName"}, "entity":"EntityName"} - PlayerJoin: - PlayerJoin {"player": {"name":"PlayerName"}} - PlayerLeave: - PlayerLeave {"player": {"name":"PlayerName"}} - PlayerSpawnIn: - PlayerSpawnIn {"player": {"name":"PlayerName"}, "type":"TypeOfSpawn"} - PlayerDamage: - PlayerDamage {"player": {"name":"PlayerName"}, "damage": "DamageAmount", "cause": "DamageCause"} - PlayerKillEntity: - PlayerKillEntity {"player": {"name":"PlayerName"}, "entity":"EntityName", "animal":bool, "zombie":bool} All but the "Damage" event are working great. As it stands the damage event is inconsistent. One of the ideas I was looking to do is add blood splatter to the edges the lower in health I get and also have the game source rumble/shake when damage done and start faded to black and white at 15% health left. The ideas are almost endless on what one can achieve
  5. I'm trying to add modslots to Items that don't have any in the vanilla game. I tried it on the Hazmat Mask for a while now with no real success, and I can't find a mod that has already done this (only ones that add more to already existing mod slots) my current attempt looks like this: <?xml version="1.0" encoding="UTF-8"?> <configs> <set xpath="/items/item[@name='apparelHazmatMask']/property[@name='Tags']/@value">head,armor,armorHead,lightArmor,lightArmorPenalty,canHaveCosmetic,lightArmorDeg</set> <set xpath="/items/item[@name='apparelHazmatMask']/effect_group/passive_effect[@name='ModSlots']/@value">1</set> <insertAfter xpath="/items/item[@name='apparelHazmatMask']/effect_group/passive_effect[@name='ModSlots']"> <passive_effect name="ModPowerBonus" operation="base_add" value="100" tags="EconomicValue"/> </insertAfter> </configs> usually <set xpath="/items/item[@name='apparelHazmatMask']/effect_group/passive_effect[@name='ModSlots']/@value">1</set> should be enough to edit the modslots, and it is on any item that already has some. But for some reason it does nothing for the Hazmat Mask, so I tried adding/changing different values eg. the Tags to see if that might help and thanks to the Tags head armor mod's like the "Helmet Light Mod" now do show a green gear icon when trying to modify the mask indicating that they would fit, only that it still doesn't show any mod slots on the UI no matter what value I set "ModSlots" to. Is there anything else I'm missing?
  6. I'm looking for some get request to pull data about points or gamestage. Is it possible? I need it for my chrome extension. Wanna add cool real time points update and commands sorting depending on gamestage, but I need some help. Maybe I should have created Twitch extension instead and use its API and that would help somehow, but it's too late now. So, how can I get this data?
  7. Hello, every time i try to start my server i got this error: [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 251570 Can sombody help me? Thanks
  8. Hello, every time i try to start my server i got this error: [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. Setting breakpad minidump AppID = 251570 Can sombody help me? Thanks
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