Robeloto Posted January 31, 2022 Share Posted January 31, 2022 It works perfectly if you are alone, but if you have 2 minibikes and another player joins the server. This buff will not work at all. But if you pick up one minibike and only have 1 it will work even if there are several players on server. <buff name ="buffStopVehicle" tooltip_key="Running Man have the ability to manipulate the engine" icon="ui_game_symbol_muscle" icon_color="255,255,255" icon_blink="true"> <stack_type value="replace"/> <duration value="2"/> <update_rate value="1"/> <effect_group> <requirement name="EntityTagCompare" tags="player"/> <requirement name="EntityHasMovementTag" tags="driving"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> </effect_group> </buff> Is there another solution to make it work for several players and vehicles? My intention was to make all vehicles be useless when this zombie is near, Link to comment Share on other sites More sharing options...
Robeloto Posted February 1, 2022 Author Share Posted February 1, 2022 (edited) <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="10"/> I duplicated this and now the zombie stopped us both. So now he can stop more than one engine. So if it's more than 4 vehicles and players he can't stop anyone. So duplicating this to maybe 20 should work? Edit: So if anyone is interested. This worked for atleast 4 players and 4 vehicles. I tested before we jumped on the vehicles and while we were on the vehicles I spawned the zombie. <buff name="buffRunningMan" hidden="true"> <update_rate value="8"/> <effect_group> <triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="horde_spawn"/> <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="positionAOE" range="30" buff="buffStopVehicle"/> </effect_group> </buff> <buff name ="buffStopVehicle" tooltip_key="Running Man have the ability to manipulate the engine" icon="ui_game_symbol_muscle" icon_color="255,255,255" icon_blink="true"> <stack_type value="replace"/> <duration value="6"/> <update_rate value="1"/> <effect_group> <requirement name="EntityTagCompare" tags="player"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_subtract" value="6"/> <requirement name="EntityHasMovementTag" tags="driving"/> </effect_group> </buff> Edited February 1, 2022 by Robeloto (see edit history) Link to comment Share on other sites More sharing options...
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