RippedWarrior Posted February 20 Share Posted February 20 Hey Guppycur, thanks for chiming in. Latest version of SCore - yes - <Version value="21.2.54.843" /> I was testing with guppyFuturePortal5 and guppyMagicPortal01 Both work as far as teleporting goes (once I set the name) , but I'm not getting any particle effects when connected or using <block name="guppyFuturePortal5"> <property name="Extends" value="portalMaster"/> <property name="DisplayType" value="blockMulti"/> <property name="MultiBlockDim" value="3,3,3"/> <property name="Model" value="#@modfolder:Resources/gupFuturePortal5.unity3d?guppyFuturePortal5.prefab"/> <property name="CustomIcon" value="guppyFuturePortal5" /> <property name="Location" value="" /> <property name="RequiredPower" value="0" /> </block> <block name="guppyMagicPortal01"> <property name="Extends" value="portalMaster"/> <property name="DisplayType" value="blockMulti"/> <property name="MultiBlockDim" value="3,3,3"/> <property name="Model" value="#@modfolder:Resources/gupMagicPortal1.unity3d?guppyMagicPortal1.prefab"/> <property name="CustomIcon" value="guppyMagicPortal01" /> <property name="Location" value="" /> <property name="RequiredPower" value="0" /> </block> Link to comment Share on other sites More sharing options...
Guppycur Posted February 20 Author Share Posted February 20 Oh ok so they work they're just not lighting up. I'll check it out, and get with sphereii if I can duplicate. No time frame tho. Link to comment Share on other sites More sharing options...
RippedWarrior Posted February 21 Share Posted February 21 > Oh ok so they work they're just not lighting up. Right. Appreciate! Link to comment Share on other sites More sharing options...
Guppycur Posted February 21 Author Share Posted February 21 Zombie large entity collider issue confirmed and fixed. Git updated. Link to comment Share on other sites More sharing options...
Guppycur Posted February 21 Author Share Posted February 21 I can't duplicate the issue. 1 Link to comment Share on other sites More sharing options...
RippedWarrior Posted February 22 Share Posted February 22 Ooh that's hawt! I dont' see the update on git, is this correct: https://gitlab.com/guppycur/a21-mods Link to comment Share on other sites More sharing options...
Guppycur Posted February 22 Author Share Posted February 22 Yep Link to comment Share on other sites More sharing options...
RippedWarrior Posted February 22 Share Posted February 22 On 2/21/2024 at 1:44 PM, Guppycur said: I can't duplicate the issue. I still can't them to light up. I can teleport between them, that part is working. Considering that you can't duplicate the issue, perhaps it has something to do with my local machine. I'll try the mod on a dedicated server and see if there's any difference. Thanks for looking! Link to comment Share on other sites More sharing options...
Guppycur Posted February 22 Author Share Posted February 22 Yeah I tested single player; weird. Link to comment Share on other sites More sharing options...
Guppycur Posted February 25 Author Share Posted February 25 Link to comment Share on other sites More sharing options...
Arez Posted February 29 Share Posted February 29 @Guppycur Hey, so the modeler is done with one of the zombies. The other two need some tweaks and should be done by Mar 4th. He sent me .blend files but he could send any other filetype if needed. Is there one specific that you would need? Also, is there a way I can message you directly? Link to comment Share on other sites More sharing options...
scm1893 Posted March 1 Share Posted March 1 Question about Fire Mod - On Nexus, we were talking about the Can and Flashbang grenades starting fires indoors. You said, "There is an xml property in the fire mod itself that basically says "if it's an explosion, start a fire", ..." and you suggested the solution was to disable explosions always starting fires and enable items individually. I wanted to look at, possibly, doing that for the Flashbang but when looking through the xml docs, nothing (to me) is obviously a connection btwn explosions and fire. Which doc should I be looking at? Link to comment Share on other sites More sharing options...
Guppycur Posted March 2 Author Share Posted March 2 Set BlockDamage to 0 on it; it's not a perfect solution but it'll work to stop it from catching on fire. Arez: find my discord. Pinned in the mod/tutorial section here. Link to comment Share on other sites More sharing options...
Gamida Posted March 2 Share Posted March 2 3 minutes ago, Guppycur said: Set BlockDamage to 0 on it; it's not a perfect solution but it'll work to stop it from catching on fire. Arez: find my discord. Pinned in the mod/tutorial section here. This one I think. discord.gg/WpVPJWj7Xk 1 Link to comment Share on other sites More sharing options...
RippedWarrior Posted March 4 Share Posted March 4 HI, regarding the reinforcement mod - it works for me in SP mode but not on dedicated server. Is there something I need to do to activate this for multiplayer? Thanks again! Link to comment Share on other sites More sharing options...
Guppycur Posted March 4 Author Share Posted March 4 Can you tell me what it does or does not do on the server? Link to comment Share on other sites More sharing options...
RippedWarrior Posted March 4 Share Posted March 4 (edited) 2 hours ago, Guppycur said: Can you tell me what it does or does not do on the server? It makes the sound when fired but nothing spawns. The dukes are not deducted from my inventory. I can try and grab a video when I get back home. Edited March 4 by RippedWarrior (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted March 5 Author Share Posted March 5 Thanks, I'll see about setting up a server to test. Link to comment Share on other sites More sharing options...
Guppycur Posted March 7 Author Share Posted March 7 So talked to sphereii, and apparently there's specific code to block it from working on a server. If I understand him correctly... Gonna re enable it, and see what goes wrong to maybe remember why it was blocked. 1 Link to comment Share on other sites More sharing options...
Unbreakable Posted March 7 Share Posted March 7 Yesterday I Installed: DOWNLOAD Guppy’s Zombies (676,3 MB) DOWNLOAD Guppy’s Zombies Two (108,4 MB) DOWNLOAD Guppy’s Zombies Three (280,3 MB) I use NO other mods. My issue is that I have the "new" zombies in my game but I do not get them on horde night. They are in houses/buildings and on the streets but I cannot fathom why they don't come out during the blood moon. Link to comment Share on other sites More sharing options...
doughphunghus Posted March 7 Share Posted March 7 Just posting to say: IMHO the fire mod is awesome. Random unplanned chaos/terror occurs at the worst of times. Simply Wonderful. Thanks for (you and spherii and whomever else contributed) for making/posting it! 1 Link to comment Share on other sites More sharing options...
Guppycur Posted March 7 Author Share Posted March 7 Thanks dough. Yeh it really adds a new element. Unbreakable: I checked the files and they should spawn, but to be fair I checked from my phone. Where did you get my mod from? Directly from my gitlab, right? The a21 repo? Link to comment Share on other sites More sharing options...
Unbreakable Posted March 7 Share Posted March 7 (edited) I got it from: https://7daystodiemods.com/guppys-zombies/ Edited March 7 by Unbreakable (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted March 7 Author Share Posted March 7 Oh that's not going to be updated. Use the link that I provided. That site just uses old links and doesn't update them. Link to comment Share on other sites More sharing options...
Unbreakable Posted March 8 Share Posted March 8 (edited) That site reads like Japanese stereo instructions. I will just uninstall the mod and find a different one. Thanks tho! Edited March 8 by Unbreakable (see edit history) Link to comment Share on other sites More sharing options...
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