arramus Posted July 2 Share Posted July 2 (edited) (V1) Server Side Vehicles can be downloaded here: https://www.nexusmods.com/7daystodie/mods/5094 (V1) Server Side Vehicles adds upgraded versions of existing vehicles along with some novel inclusions. This mod is based on the original Snufkin Vehicles that introduced an experimental selection. This latest update provides a selection with some helpful performance tweaks and decorative overlays. As the name suggests, this is a Server Side Only mod that doesn't need to be downloaded by other players who join your server or client host. Features include: - Higher top speed than default - Hop feature for land vehicles to assist with jumping over low obstacles - Spider Bike knocks down and stuns zombies that come into contact - Ability to travel under water at a regulated rate - 3 seater Gyroscope (Whirligig) - Shark Blimp - Decorative attachments - Unlocked but require existing vehicle to craft Here are a few images to demonstrate: This images presents the vehicles which are currently available. They include: Hell Best, Hell Fire, and Hell Dog (Motorcycles), Spider Bike (Minibike), Hell Spikey and Hell Hound (4x4), Whirligig (Gyro), and Shark Blimp (Blimp). Other vehicles remain under development since they require a greater level of customization. 3 Seater Whirling with helicopter style take off and landing (courtesy of Bdubyah), higher speed, and easier handling. Shark Blimp with very easy handling and rapid acceleration. A hop features for land based vehicles to assist with late appearing obstacles when at full speed. Hell bikes with performance and decorative enhancements. Some classic vehicles from previous builds require some more time to consider their future, since the default vehicles were overhauled and it may require reworking from the ground up. For now, this selection offers a spread of the vehicles we have all come to appreciate. To be specific, the following vehicles do not appear in recipes and cannot be crafted: - Hell Car - Magic Bus - Sled They can also not be accessed in the Creative Menu to avoid instability when placed. The code remains in place while they continue development. Edited October 6 by arramus Changing V1.0 to V1 for future compliance (see edit history) 2 Link to comment Share on other sites More sharing options...
PiggyChan Posted July 5 Share Posted July 5 the 9 seats magic bus is not working at all. it almost reporting error warnings constantly right after i place it on the field. n it triggers the consle which says: [Object reference not set to an instance of an object]. n yes, i ran the game without EAC of cuz. despite tht, it is a great mod after all Link to comment Share on other sites More sharing options...
arramus Posted July 5 Author Share Posted July 5 Correct. The Magic Bus and Hell Car are not functional at the moment. That is a reason they cannot be crafted in the recipes. The opening post shows what vehicles are currently functional and the Magic Bus and Hell Car are not shown. The closing message mentions 'require some more time'... Under normal circumstances, the Magic Bus and Hell Car are not accessible. It seems they now also need to be removed from the Creative Menu to ensure they are totally non accessible. Link to comment Share on other sites More sharing options...
arramus Posted July 5 Author Share Posted July 5 Here is a small update: The following vehicles do not appear in recipes and cannot be crafted. - Hell Car - Magic Bus - Sled These vehicles have a lot more customization than other vehicles and will take longer to bring to V1.0 standard and compliance. In addition to removing them from recipes, they will also no longer appear in the Creative Menu. This will ensure they are not accessible unless their Creative Menu status is enabled. In addition, the opening post specifically describes what is available and what remains under development. Link to comment Share on other sites More sharing options...
zxkinslayerxz Posted August 7 Share Posted August 7 hello love the server side mods you have but the shark blimp has the 4x4 chassis on top of it so it looks weird like a 4x4 with shark fins on it lol Link to comment Share on other sites More sharing options...
arramus Posted August 7 Author Share Posted August 7 Placing it in the backpack and then attempting to place it again generally restores it to just the shark blimp. This is an experimental mod. It does things that are not really supposed to be done, and there will be occasional imperfections. Link to comment Share on other sites More sharing options...
Gamma79 Posted August 14 Share Posted August 14 Could you tell me what numbers to change in the vehicles.xml that would make it so the Shark Blimp sound does not carry over the entire map? I want to shrink the radius to something like 500 meters if possible. Thank you! Link to comment Share on other sites More sharing options...
arramus Posted August 14 Author Share Posted August 14 In the Configs/vehicles.xml file search for vehicleSharkBlimp. Change the gear1 property from: <property name="gear1" value=" 500,2500, -1400,800,0, 700,2200,900, Vehicles/Suv/suv_accel1, Vehicles/Suv/suv_decel1, 0, .7, 1, .1, -9, .12, .1, Sounds/Misc/underwater_lp, -.4, -.02, .7, .7, -.2, 9, .2, Vehicles/Suv/suv_max_speed_lp "/> to <property name="gear1" value=" 500,2500, -1400,800,0, 700,2200,900, Vehicles/Suv/suv_accel1, Vehicles/Suv/suv_decel1, 0, .7, 1, .1, -9, .12, .1, , -.4, -.02, .7, .7, -.2, 9, .2, "/> and see if that resolves the issue. There is no setting for max audio distance and it may be built directly into the class as a hardcoded feature. This should remove all audio and offer a workaround. Link to comment Share on other sites More sharing options...
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