Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 Update (1/7/16) +Materials <property name="particle_destroy_category=" value="snow" /> Fixed removed spelling error +Entityclasses -Removed a ton of spaces +Items stoneAxe Fixed placement of <property name="ToolCategory.Butcher" value="0.5" /> Link to comment Share on other sites More sharing options...
argeos Posted January 8, 2016 Share Posted January 8, 2016 I added your fixes and was going to play when I found out: - punching trees will remove 100 hp from the tree - punching rocks...10hp each time - using a stone axe, I am able to break a full boulder (200 hp) in 2 hits of 100 hp each Any idea what could be wrong? Link to comment Share on other sites More sharing options...
StompyNZ Posted January 8, 2016 Share Posted January 8, 2016 I am not entirely sure what that does and since the zombies dont have any issues with them I suppose that it can stay the way it is unless TFP decide to change it, maybe they have it that way for a reason. The gas mask is using a different method I believe, if you look at the commented out section at the top of the xml file you will see an example of a welding mask so it is possible it is working as intended. they are almost identical apart from the E_BP_Body section as noted below... but yeah doesn't really matter <collider> <property name="tag" value="E_BP_Body"/> <property name="path" value="Hips/Spine/Spine1/Spine2"/> <property name="layer" value="0"/> <property name="collisionScale" value="[color="#FF0000"]0.99 1.5 1[/color]"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="[color="#FF0000"]0 0.06 0.04[/color]"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> <collider> <property name="tag" value="E_BP_Body"/> <property name="path" value="Hips/Spine/Spine1/Spine2"/> <property name="layer" value="0"/> <property name="collisionScale" value="[color="#FF0000"]0.99 1.11 1[/color]"/> <property name="ragdollScale" value="1 1 1"/> <property name="collisionOffset" value="[color="#FF0000"]0 0 0.04[/color]"/> <property name="ragdollOffset" value="0 0 0"/> <property name="type" value="Detail"/> <property name="flags" value="collision;ragdoll"/> </collider> for the gasMask: That example has been there for a long time and the Armor class is how it was done in a12, in a13 it uses the new attributes class properties. In its current form it doesnt have degradation, 4000% puncture protection and cant be worn. Id suggest the following (attributes and UMA copied from hazmat mask) <item id="387" name="gasMask"> <property name="Meshfile" value="Items/Crafting/leather" /> <property name="Material" value="organic" /> <property name="HoldType" value="21" /> <property name="Stacknumber" value="1" /> <property name="EquipSlot" value="Head" /> <property name="FuelValue" value="16" /> <property name="Degradation" value="250" param1="true" /> <property class="Attributes"> <property name="ConcussiveProtection" value="0.1, 0.3" /> <property name="PunctureProtection" value="0.05, 0.2" /> <property name="FireProtection" value="0.05, 0.2" /> <property name="RadiationProtection" value="0.15, 0.2" /> <property name="DegradationMax" value="40,600" /> </property> <property class="UMA"> <property name="Mesh" value="armor_hazmat_head" /> <property name="Overlay" value="armor_hazmat_hood" /> <property name="Layer" value="2" /> <property name="UISlot" value="Headgear" /> <property name="ShowHair" value="true" /> </property> <property name="Group" value="Clothing" /> <property class="Preview"> <property name="Zoom" value="28" /> <property name="Pos" value="0,-0.05" /> <property name="Rot" value="90,45,0" /> </property> </item> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 I added your fixes and was going to play when I found out: - punching trees will remove 100 hp from the tree - punching rocks...10hp each time - using a stone axe, I am able to break a full boulder (200 hp) in 2 hits of 100 hp each Any idea what could be wrong? Lol I have no idea what you have done, go to steam and verify integrity of game cache and download a fresh copy of my fixes and simply replace those files and everything will be working perfectly. If you need help with how to verify integrity of game files or with installing the mod let me know and I will give more detailed instructions. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 Ok makes sense I have now fixed the gasmask and it works good, good job! The zombies collision I really dont want to mess with even though those numbers may seem small they may have a larger effect than you might expect so we will leave it as it is, it is possible the "male" code is for fatter zombies where the "female" code could be for skinnier zombies regardless of gender. Or something either way it seems to be ok the way it is with collision with zombies. Link to comment Share on other sites More sharing options...
StompyNZ Posted January 8, 2016 Share Posted January 8, 2016 Actually I just realised gas mask doesn't drop in loot so prob not important to fix. For some reason I thought it did drop. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 Actually I just realised gas mask doesn't drop in loot so prob not important to fix. For some reason I thought it did drop. Yes but if someone wants to make a mod to either make the gasmask or have it drop then at least it will be fixed. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 Update (1/7/16) +Items <item id="387" name="gasMask"> Fixed protection properties and is now wearable Link to comment Share on other sites More sharing options...
argeos Posted January 8, 2016 Share Posted January 8, 2016 Lol I have no idea what you have done, go to steam and verify integrity of game cache and download a fresh copy of my fixes and simply replace those files and everything will be working perfectly. If you need help with how to verify integrity of game files or with installing the mod let me know and I will give more detailed instructions. Sounds good. Reinstalled the server with your fixes and everything is working normal. Thanks. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 Sounds good. Reinstalled the server with your fixes and everything is working normal. Thanks. You are welcome, good to hear you got it working. Link to comment Share on other sites More sharing options...
Follo Posted January 8, 2016 Share Posted January 8, 2016 Just tried you fixes. Really God. But in my opinion the Spawning is really hard. There are Zombies everywhere. When I walk around they are constantly following. Ervery Time up to 30 Zombies on map. Is that normal. Whent back to original spawning.xml and its a lot better. Link to comment Share on other sites More sharing options...
cammel Posted January 8, 2016 Share Posted January 8, 2016 formatting for this is borked up very badly when you use winmerge to compare files. Instead of every change being just in red or yellow the whole file is red or yellow. THIS makes it extremely difficult to make changes to xml files when the formatting is changed like that. Open each file in Wordpad.Then open menu and click save as "Plain Text Document". It will ask if you want to overwrite file,say yes. File will now be usable in Winmerge.And readable in notepad. Link to comment Share on other sites More sharing options...
ChocolateDough Posted January 8, 2016 Share Posted January 8, 2016 Asphalt is spelled wrong on blocks 943 and 968: <block id="943" name="wedgeWoodShinglesAlsphalt"> <block id="968" name="wedgeWoodWhiteShinglesAlsphalt"> Link to comment Share on other sites More sharing options...
Numberz Posted January 8, 2016 Share Posted January 8, 2016 Actually, blocks 968 and 789 then become identical with this correction. Link to comment Share on other sites More sharing options...
madmole Posted January 8, 2016 Share Posted January 8, 2016 I am assuming you are referring to the loot container size of the toilet, that is definitely a fix and not just a change. or the slight increase to zombies for the biomes since they are broken and hardly exist on the map and 7 day hordes no longer stop spawning at one point is a fix and not just a change. or the fact that digging with a shovel eats up far too much stamina compared to mining with a pick axe that I toned it down from 8 to 6 is a fix not just a change. or am I wrong and should I just let those changes stay they way they were originally? What change fixes 7 day feral hordes? Link to comment Share on other sites More sharing options...
atomicnova Posted January 8, 2016 Share Posted January 8, 2016 seen talk on it on another thread....... am using his fix on my server atm https://7daystodie.com/forums/showthread.php?37224-Better-7-day-Hordes-a13-6&p=379867#post379867 Link to comment Share on other sites More sharing options...
madmole Posted January 8, 2016 Share Posted January 8, 2016 RoamingHordeSpawnDay Fixed changed <property name="Time" value="Day" /> from -->"Any"This will actually break hordes. RoamingHordeSpawnDay is hard coded to spawn only at night, so leave it to any. Only biome spawners use the day/night setting. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 What change fixes 7 day feral hordes? I have made these changes to spawning although i know you have stated that you would liek the game to wrap around to start over at day 1, that seems to not be working correctly so what I did was this: <entityspawner name="NightHorde" dynamic="true" wrapMode="wrap"> <!-- these are feral hordes who will find the player for sure --> [color="#FFFF00"]<day value="1"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="2"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="3"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="4"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="5"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="6"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day>[/color] <day value="7"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="15" /> <property name="TotalPerWave" value="50" /> </day> <day value="14"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="25" /> <property name="TotalPerWave" value="100" /> </day> <day value="21"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="25" /> <property name="TotalPerWave" value="150" /> </day> <day value="28"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="25" /> <property name="TotalPerWave" value="175" /> </day> <day value="35"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="25" /> <property name="TotalPerWave" value="200" /> </day> <day value="42"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="25" /> <property name="TotalPerWave" value="250" /> </day> <day value="49"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight2" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="30" /> <property name="TotalPerWave" value="300" /> </day> I continued to repeat day 49 through to day 203 with alternating ZombiesWastelandNight2 with ZombiesWastelandNight where I then did this: <day value="203"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight2" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="30" /> <property name="TotalPerWave" value="300" /> </day> [color="#FFFF00"]<day value="204"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="205"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight2" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="206"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="207"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight2" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="208"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day> <day value="209"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight2" /> <property name="DelayBetweenSpawns" value="1" /> <property name="TotalAlive" value="0" /> <property name="TotalPerWave" value="0" /> </day>[/color] <day value="*"> <property name="ResetToday" value="true" /> <property name="EntityGroupName" value="ZombiesWastelandNight" /> <property name="DelayBetweenSpawns" value="7" /> <property name="TotalAlive" value="30" /> <property name="TotalPerWave" value="300" /> </day> In yellow I set to 0 zombies for 6 day spacer same as day 1 - 6. 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Gazz Posted January 8, 2016 Share Posted January 8, 2016 Asphalt is spelled wrong on blocks 943 and 968: <block id="943" name="wedgeWoodShinglesAlsphalt"> <block id="968" name="wedgeWoodWhiteShinglesAlsphalt"> Blocks no longer display an icon, though, if you just change their name in the XML. =) Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 This will actually break hordes. RoamingHordeSpawnDay is hard coded to spawn only at night, so leave it to any. Only biome spawners use the day/night setting. Ok I will fix that and change this back. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 Update (1/8/16) +Spawning RoamingHordeSpawnDay Fixed changed back to original code <property name="Time" value="Any" /> RoamingHordeSpawnNight Fixed changed back to original code <property name="Time" value="Any" /> HordeMeterDynamicSpawnDay Fixed changed back to original code <property name="Time" value="Any" /> HordeMeterDynamicSpawnNight Fixed changed back to original code <property name="Time" value="Any" /> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 Just tried you fixes. Really God. But in my opinion the Spawning is really hard. There are Zombies everywhere. When I walk around they are constantly following. Ervery Time up to 30 Zombies on map. Is that normal. Whent back to original spawning.xml and its a lot better. Yes this is the way it has to work for now so that you will see zombies at towns / cities/ poi's until TFP fix those spawning points. Once those spawning points are fixed I can be reverted back to 1 from 3 for biomes. I have my game set to max zombie spawn and I think it is the same as it was before the zombies were nerfed Link to comment Share on other sites More sharing options...
ShadowzLust Posted January 8, 2016 Share Posted January 8, 2016 Long time 7DTD player. Started off on A1 and with every update pretty much. Always just lurked the forums, reading and learning but never once responded to anything. I would like to sincerely thank you for these fixes and that they have saved me from many headaches. Only issue I have is the Steel Pickaxe and it was recently revised to use Forged Steel to repair. I get Null Reference error now with it when I click on the icon of the pickaxe. I did not try to make another pick to see if it'll work then but once I revert back to it being repaired with "Forged Iron" the error disappears and I can click away at the icon as many times as I want. Thank You again for your time in making these fixes. Sam Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 I wont be making any block name spelling changes as it might screw with prefabs or something However I will point out that this block can be fixed without having another block with the same name: <block id="943" name="wedgeWoodShinglesA[color="#FFFF00"]l[/color]sphalt"> <property name="Extends" value="woodRamp" /> <property name="Texture" value="229,241,241,241,241,241" /> <property class="RepairItems"> <property name="wood" value="10" /> </property> </block> And this block can not be fixed without having another block with the same name: You will notice that if you make this spelling correction it might be possible to free up a block ID as everything seems to be exactly the same. <block id="968" name="wedgeWoodWhiteShinglesA[color="#FFFF00"]l[/color]sphalt"> <property name="Extends" value="woodRamp" /> <property name="Texture" value="229,54,54,54,54,54" /> <property class="RepairItems"> <property name="wood" value="10" /> </property> </block> <block id="789" name="wedgeWoodWhiteShinglesAsphalt"> <property name="Extends" value="woodRamp" /> <property name="Texture" value="229,54,54,54,54,54" /> <property class="RepairItems"> <property name="wood" value="10" /> </property> </block> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2016 Author Share Posted January 8, 2016 Long time 7DTD player. Started off on A1 and with every update pretty much. Always just lurked the forums, reading and learning but never once responded to anything. I would like to sincerely thank you for these fixes and that they have saved me from many headaches. Only issue I have is the Steel Pickaxe and it was recently revised to use Forged Steel to repair. I get Null Reference error now with it when I click on the icon of the pickaxe. I did not try to make another pick to see if it'll work then but once I revert back to it being repaired with "Forged Iron" the error disappears and I can click away at the icon as many times as I want. Thank You again for your time in making these fixes. Sam Fixed! I had to add repair time and amount values to forged steel, Thanks for Posting! And you are welcome! - - - Updated - - - Update (1/8/16) +Items Fixed forged steel giving null ref for steel pickaxe by adding repair amount and repair time. <item id="753" name="forgedSteel"> <property name="Meshfile" value="Items/Crafting/ingotIron" /> <property name="Material" value="metal" /> <property name="HoldType" value="21" /> <property name="Group" value="Resources" /> <property name="CraftingIngredientExp" value="15" /> <property name="CraftingIngredientTime" value="15" /> [color="#FFFF00"]<property name="RepairTime" value="0.5" /> <property name="RepairAmount" value="200" />[/color] <property name="LootExpValue" value="1" /> <property class="Preview"> <property name="Zoom" value="10" /> <property name="Pos" value="0,-0.2" /> <property name="Rot" value="90,45,0" /> </property> </item> Link to comment Share on other sites More sharing options...
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