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True Survival


Spider

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Hay peps the broken arm thing might be doable. What do yall think about that? Only way to get your arm broken would be a chance on hit in your arms. When you arm was broken and healing you would not be able to use any 2 handed weapons, melee, guns or tools. What do you think?

 

Yes sounds good. Meds maybe to shorten time to heal?

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Hay peps the broken arm thing might be doable. What do yall think about that? Only way to get your arm broken would be a chance on hit in your arms. When you arm was broken and healing you would not be able to use any 2 handed weapons, melee, guns or tools. What do you think?

 

Have you ever considered therapy....haha.

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Not many people will be ok with this idea. Is ot possible to make your food spoil? (Just raw meat, if it is keeped in a container for 3 days, to stop it from spoiling to add salt o_o ? Not sure if it can be implemented) ( farm salt from rocks so it is not that hard to find) and you can keep it in a fridge to not spoil.

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Kind of op. Try something like broken leg. (Damage is decreased) put a splint + bandages to heal , if you don't use them the duration is increased when you dig/cut/work/fight. If not healed it will get infected.

 

I like where you are going with this. Spider, how about making the arm a progression like cracked --> fracture -->compound fracture ?

 

At cracked its really sore and you only have reduced output with melee and some tools (damage). If not healed in time then upgrades to fracture. Fracture means one handed use only. Upgrades to compound fracture if not healed. Compound fracture means as before plus bloodloss and maybe disease etc.

 

Change the progression as you think best but this keeps the wound model consistent.

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Heres Jill Valentine:

 

http://steamcommunity.com/sharedfiles/filedetails/?id=861204980

 

<archetype name="Jill" male="false" hair_color="101,67,33" eye_color="70,80,70" skin_color="200,200,200" type="Player">

<base_mesh_parts>

<part slot="head" layer="base" mesh="female_base_face">

<texture name="female_head" color="skin"/>

<texture name="female_hair_overlay" color="hair"/>

<texture name="female_eyebrow_curve" color="hair"/>

</part>

<part slot="eyes" layer="inner" mesh="female_base_eyelashes">

<texture name="female_eyelashes" color="hair"/>

</part>

<part slot="head" layer="inner" mesh="female_shaggy_hair_ponytail">

<texture name="female_shaggy_hair" color="hair"/>

</part>

<part slot="eyes" layer="base" mesh="female_base_eyes">

<texture name="unisex_eye_shaded" color="255,255,255"/>

<texture name="unisex_iris" color="eye"/>

</part>

<part slot="hands" layer="base" mesh="female_base_hands">

<texture name="female_hands" color="skin"/>

</part>

<part slot="chest" layer="base" mesh="female_base_chest">

<texture name="female_torso" color="skin"/>

<texture name="female_tanktop" color="245,245,220"/>

</part>

<part slot="legs" layer="base" mesh="female_base_legs">

<texture name="female_legs" color="skin"/>

</part>

<part slot="feet" layer="base" mesh="female_base_feet">

<texture name="female_feet" color="skin"/>

</part>

</base_mesh_parts>

<preview_mesh_parts>

<part slot="chest" layer="outer" mesh="female_armor_kevlar_vest">

<texture name="unisex_armor_kevlar_vest" color="75,83,32,255"/>

</part>

<part slot="legs" layer="base" mesh="female_clothes_denim_pants">

<texture name="female_pants_01" color="245,245,220"/>

</part>

<part slot="legs" layer="outer" mesh="female_armor_kevlar_legarmor">

<texture name="unisex_armor_kevlar_legarmor" color="75,83,32"/>

</part>

<part slot="feet" layer="base" mesh="female_armor_kevlar_boots">

<texture name="unisex_armor_kevlar_boots" color="75,83,32"/>

</part>

</preview_mesh_parts>

<expression blink="true" blink_duration="0.15" blink_min_delay="5" blink_max_delay="15" saccades="true">

<gene name="neckUp_Down" value="0"/>

<gene name="neckLeft_Right" value="0"/>

<gene name="neckTiltLeft_Right" value="0"/>

<gene name="headUp_Down" value="0"/>

<gene name="headLeft_Right" value="0"/>

<gene name="headTiltLeft_Right" value="0"/>

<gene name="jawOpen_Close" value="0"/>

<gene name="jawForward_Back" value="0"/>

<gene name="jawLeft_Right" value="0"/>

<gene name="mouthLeft_Right" value="0"/>

<gene name="mouthUp_Down" value="0"/>

<gene name="mouthNarrow_Pucker" value="0"/>

<gene name="tongueOut" value="0"/>

<gene name="tongueCurl" value="0"/>

<gene name="tongueUp_Down" value="0"/>

<gene name="tongueLeft_Right" value="0"/>

<gene name="tongueWide_Narrow" value="0"/>

<gene name="leftMouthSmile_Frown" value="0"/>

<gene name="rightMouthSmile_Frown" value="0"/>

<gene name="leftLowerLipUp_Down" value="0"/>

<gene name="rightLowerLipUp_Down" value="0"/>

<gene name="leftUpperLipUp_Down" value="0"/>

<gene name="rightUpperLipUp_Down" value="0"/>

<gene name="leftCheekPuff_Squint" value="0"/>

<gene name="rightCheekPuff_Squint" value="0"/>

<gene name="noseSneer" value="0"/>

<gene name="leftEyeOpen_Close" value="0"/>

<gene name="rightEyeOpen_Close" value="0"/>

<gene name="leftEyeUp_Down" value="0"/>

<gene name="rightEyeUp_Down" value="0"/>

<gene name="leftEyeIn_Out" value="0"/>

<gene name="rightEyeIn_Out" value="0"/>

<gene name="browsIn" value="0"/>

<gene name="leftBrowUp_Down" value="0"/>

<gene name="rightBrowUp_Down" value="0"/>

<gene name="midBrowUp_Down" value="0"/>

</expression>

<dna>

<gene name="height" value="0.66"/>

<gene name="headSize" value="0.5"/>

<gene name="headWidth" value="0.5"/>

<gene name="handsSize" value="0.395"/>

<gene name="feetSize" value="0.64"/>

<gene name="muscle" value="0.24"/>

<gene name="weight" value="0.16"/>

<gene name="gluteusSize" value="0.67"/>

<gene name="earsSize" value="0.49"/>

<gene name="earsPosition" value="0.5"/>

<gene name="earsRotation" value="0.5"/>

<gene name="noseSize" value="0.5"/>

<gene name="noseCurve" value="0.5"/>

<gene name="noseWidth" value="0.5"/>

<gene name="noseInclination" value="0.5"/>

<gene name="nosePosition" value="0.57"/>

<gene name="nosePronounced" value="0.76"/>

<gene name="noseFlatten" value="0.5"/>

<gene name="chinSize" value="0.22"/>

<gene name="chinPronounced" value="0.01"/>

<gene name="chinPosition" value="0.09"/>

<gene name="mandibleSize" value="0.5"/>

<gene name="jawsSize" value="0.5"/>

<gene name="jawsPosition" value="0.52"/>

<gene name="cheekSize" value="0.44"/>

<gene name="cheekPosition" value="0.87"/>

<gene name="lowCheekPronounced" value="0.5"/>

<gene name="lowCheekPosition" value="0.5"/>

<gene name="foreheadSize" value="0.5"/>

<gene name="foreheadPosition" value="0.03"/>

<gene name="lipsSize" value="0.66"/>

<gene name="mouthSize" value="0.6"/>

<gene name="eyeRotation" value="0.5"/>

<gene name="eyeSize" value="1"/>

<gene name="breastSize" value="0.265"/>

</dna>

</archetype>

 

And heres her entity class for true survival:

 

<entity_class name="Jill" extends="Maggi">

<property name="Archetype" value="Jill"/>

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunBanditMP5,10mmBanditBullet" />

<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunBanditMP5,10mmBanditBullet" />

<property name="AITask-1" value="Follow" param1="EntityPlayer" />

<property name="AITask-2" value="RangedAttackTarget2" param1="0" param2="5"/>

<property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityEnemy" />

<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityBandit" />

<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieCrawl" />

<property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityZombie" />

<property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityZombieDog" />

<property name="AITask-8" value="ApproachAndAttackTarget" param1="EntityZombieCop" />

<property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityHornet" />

<property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalBear" />

<property name="AITask-11" value="ApproachSpot" />

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />

<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntitySurvivor" />

<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieCrawl" />

<property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie" />

<property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieDog" />

<property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityZombieCop" />

<property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityHornet" />

<property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalBear" />

<property name="AITarget-9" value="BlockingTargetTask" />

<property name="AITarget-10" value="SetNearestEntityAsTarget" param1="EntityEnemy" />

<property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityBandit" />

<property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl" />

<property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombie" />

<property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieDog" />

<property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityZombieCop" />

<property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityHornet" />

<property name="AITarget-17" value="SetNearestEntityAsTarget" param1="EntityAnimalBear" />

<property name="HandItem" value="gunBanditMP5" />

</entity_class>

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Starrrssssss!!!:

 

http://steamcommunity.com/sharedfiles/filedetails/?id=861344910

 

Umbrella Corp:

 

http://steamcommunity.com/sharedfiles/filedetails/?id=861370819

 

Now, if i can only figure out how to use hals prefab editor i can place chris, jill, barry, hunk, wesker and ada in the resident evil mansion lol. Spider assures me this is easy/simple lol. I am also makin a special B.O.W. (nemesis) as soon as i figure out how to make the entities bigger. Dang, this is alot of work hahaahahahahaah. And if i get real ambitious ill make more characters like leon, claire etc.

Edited by Darkstardragon (see edit history)
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The mod is ready for server testing but no one seems to know how to load a SDX mod on a server. Until I can get it to load on a server I cant package the files up for distribution. All help is welcome.

 

ASk for help on the how to in the SDX thread, or starvation thread? THats what i would do lol

 

Never mind i saw you did!

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Well if I cant get it to load on the server by tomorrow night maybe I'll just release the files. It can be played SP and Coop and maybe if the files are out there someone might be able to get it to load on a server and tell the rest of us how. I don't like doing it this way because it makes bug fixing harder and it will take longer to balance and polish when we are not all testing with the same files with the same game settings. But it needs to get tested more than I can do by myself.

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Not sure whats going on but first time player of your mod here.

 

After following all instructions and installing the true survivor mod the game keeps locking up, freezing and or crashing windows.

The mod was applied to Alpha 15.2. I don't have any problems with the other three mods i'm running from different directories.

Also i'm running single player. I ran Gnamod all day yesterday with no problems. True survivor mod seems very buggy.

I can supply more info for anyone willing to assist. Any suggestions?

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Not sure whats going on but first time player of your mod here.

 

After following all instructions and installing the true survivor mod the game keeps locking up, freezing and or crashing windows.

The mod was applied to Alpha 15.2. I don't have any problems with the other three mods i'm running from different directories.

Also i'm running single player. I ran Gnamod all day yesterday with no problems. True survivor mod seems very buggy.

I can supply more info for anyone willing to assist. Any suggestions?

 

Try to do an uninstall of 7D2D, reinstall vanilla, and try again

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Try to do an uninstall of 7D2D, reinstall vanilla, and try again

 

Thanx. I figured it out. My bad I think. It was an MP game I started. After starting an SP game seems stable so NP.

 

PS. I have four 7D2D directories in steam. Original latest stable and 3 renamed for mods so JZ true survivor is not the default dir. Makes it easier to manage different mods, Just copy original and rename it in this case 7 days to die-jzmod. Then apply mod to renamed game dir and bobs your uncle:)

 

Cheers.

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