Darkstardragon Posted September 10, 2017 Share Posted September 10, 2017 Maybe try playing with the Flashlight particle effect? Wondering if the Ray attribute/element would control the spread. Maybe compare the spotlight and the flashlight. Then model it after the blunderbuss and rev up the bullet behavior attributes? Then maybe make a new ammo modeled after the blunderbuss ammo but toss on the Nail gun batter pack mesh and icon? Dang it. Now I wanna try it... Yea, im trying to hype myself up and try out the tutorial lol. Ive wanted some fallout style mods in 7dtd for a while, some laser weps, robots, a vault prefab, power armor, etc. Ive made myself super mutant npcs(basically bandits) and its easy to turn the zombies into feral ghouls, just nerf their health, make them run all the time and make them uglier lol. Starvation has giant scorpions(reads: radscorpions) so its not a stretch to add other stuff like mutant bears, etc. Bandit npcs can be made to look more like the raiders as well. Aaaarrrr, so much work to make a mod, thats why i leave it up to the ones that actually know how to do it lol. Oh, i almost forgot about dogmeat, everyones fav post apocalyptic buddy. Link to comment Share on other sites More sharing options...
layarion Posted September 20, 2017 Share Posted September 20, 2017 Link to comment Share on other sites More sharing options...
sphereii Posted September 20, 2017 Author Share Posted September 20, 2017 Thanks, I'll fix it on the next refreshment. Link to comment Share on other sites More sharing options...
layarion Posted September 20, 2017 Share Posted September 20, 2017 "Notice that there is no Item ID specified? When an Item ID, or block ID is not specified, SDX, at build time, will auto-assign an ID. Therefore, all your items and blocks will be auto-numbered." I noticed SDX doesn't auto-assign intelligently in the blocks.xml. Meaning, if I let SDX do it, it'll create a block with ID 20xx instead of using one of the many empty block ID's like ID 17. How do I get SDX to use those automatically? Link to comment Share on other sites More sharing options...
sphereii Posted September 20, 2017 Author Share Posted September 20, 2017 "Notice that there is no Item ID specified? When an Item ID, or block ID is not specified, SDX, at build time, will auto-assign an ID. Therefore, all your items and blocks will be auto-numbered." I noticed SDX doesn't auto-assign intelligently in the blocks.xml. Meaning, if I let SDX do it, it'll create a block with ID 20xx instead of using one of the many empty block ID's like ID 17. How do I get SDX to use those automatically? Next release for SDX will have this fixed. Link to comment Share on other sites More sharing options...
layarion Posted September 22, 2017 Share Posted September 22, 2017 I downloaded this, and while the minibike storage works without a hitch, the biggerbackpack mod doesn't. I didn't follow the tutorial yet, so if it was intended for a fix to be in there then i missed it; I know how to install mods using SDX though and managed to get other mods working fine. Link to comment Share on other sites More sharing options...
sphereii Posted September 22, 2017 Author Share Posted September 22, 2017 I downloaded this, and while the minibike storage works without a hitch, the biggerbackpack mod doesn't. I didn't follow the tutorial yet, so if it was intended for a fix to be in there then i missed it; I know how to install mods using SDX though and managed to get other mods working fine. What was your issue with the bigger back pack? Link to comment Share on other sites More sharing options...
layarion Posted September 22, 2017 Share Posted September 22, 2017 the player storage isn't bigger Link to comment Share on other sites More sharing options...
sphereii Posted September 22, 2017 Author Share Posted September 22, 2017 the player storage isn't bigger Default back pack is 4x8. The Bigger Back pack in the tutorial only increases it to 5x9. You can adjust the bigger back pack to be larger by editing the mod. Link to comment Share on other sites More sharing options...
layarion Posted October 10, 2017 Share Posted October 10, 2017 In the Tips and Tricks section of the Katana mod, could you mention how to open and view michonnekatana in Unity? I'm trying to view the 3D model of the Katana in Unity Link to comment Share on other sites More sharing options...
sphereii Posted October 10, 2017 Author Share Posted October 10, 2017 In the Tips and Tricks section of the Katana mod, could you mention how to open and view michonnekatana in Unity? You cannot easily unbundle an existing unity3d file, as its obfuscated. However, I did see this external tool that may be able to help. I've never used it. Link to comment Share on other sites More sharing options...
layarion Posted October 10, 2017 Share Posted October 10, 2017 sphereii i noticed that the dnSp3 tools seems to have the (is it called API?) of the specific classes and methods in the base game. What i mean by that, the editor is color coding the classes...but when looking at mods outside the .dll the classes and stuff that aren't defined in the mod aren't color coded. Is there a way for a nub like me to get that fixed? it would be really handy to right-click a class and tick "go to definition" for example in Visual Studio. As well as the use of intellisense. also the dnSPy thing seems pretty wicked, can it be used for more than just finding and examining a class or method in the .dll? Link to comment Share on other sites More sharing options...
layarion Posted October 10, 2017 Share Posted October 10, 2017 found a typo: https://i.imgur.com/rLXXfD0.png Link to comment Share on other sites More sharing options...
sphereii Posted October 10, 2017 Author Share Posted October 10, 2017 sphereii i noticed that the dnSp3 tools seems to have the (is it called API?) of the specific classes and methods in the base game. What i mean by that, the editor is color coding the classes...but when looking at mods outside the .dll the classes and stuff that aren't defined in the mod aren't color coded. Is there a way for a nub like me to get that fixed? it would be really handy to right-click a class and tick "go to definition" for example in Visual Studio. As well as the use of intellisense. also the dnSPy thing seems pretty wicked, can it be used for more than just finding and examining a class or method in the .dll? You can right click on a method's body, and go to Edit Method, or Edit IL. Right click on an item of interest, and you can clickon Analyze. It'll do a search and show you what uses it, what assigns it, and what references it. You can get Intellisense working by adding a Reference to the Assembly-CSharp.dll in your Visual Studio project. I don't think it'll de-compile for you though, so it's not as versatile as dnSpy is for that. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 20, 2017 Share Posted October 20, 2017 Trying to get some new zombies in, just retextures really. In Unity is there a certain way I need to save them? Im pretty certain using TMeshB is not the right way. Link to comment Share on other sites More sharing options...
xyth Posted October 20, 2017 Share Posted October 20, 2017 Trying to get some new zombies in, just retextures really. In Unity is there a certain way I need to save them? Im pretty certain using TMeshB is not the right way. SphereII has info on that...I don't think he was using any tags at all, but he's using legacy animation and unity store models. Link to comment Share on other sites More sharing options...
sphereii Posted November 4, 2017 Author Share Posted November 4, 2017 The AnimationSDX mod has been pushed to the 7D2D SDX Repos, in addition to the Nightmares package, which was the center piece of the Val-o-Ween mod. A tutorial has been written up on how to add a free Unity Asset into the game, and can be found here: https://7d2dsdx.github.io/Tutorials/Howtosetuptheanimatedcustomentit.html Link to comment Share on other sites More sharing options...
Freizeit Posted November 8, 2017 Share Posted November 8, 2017 Animation Trigger Does anyone know the Animation Trigger Name for "draw the bow" I am working on a Slingshot Mod, Reload and WeaponFire works well, but I can´t find out the draw trigger. Thanks! Link to comment Share on other sites More sharing options...
xyth Posted November 9, 2017 Share Posted November 9, 2017 Try: WeaponFire That works for action 0 on melee weapons, and I think guns...not sure if bow is different. What might be missing is you didn't create the animation for the string pulling back on your model. The game wont automatically animate your new model because of a trigger event, you need to create that animation on your new model, then attach the WeaponFire trigger to the transition between the resting state animation and the string pulling back animation. It should then immediately transition back to the resting state. Link to comment Share on other sites More sharing options...
Freizeit Posted November 10, 2017 Share Posted November 10, 2017 weaponFire on reslease Button Try: WeaponFire That works for action 0 on melee weapons, and I think guns...not sure if bow is different. What might be missing is you didn't create the animation for the string pulling back on your model. The game wont automatically animate your new model because of a trigger event, you need to create that animation on your new model, then attach the WeaponFire trigger to the transition between the resting state animation and the string pulling back animation. It should then immediately transition back to the resting state. Thanks for answer! Of Course I made an animation for my Model The problem I have, I use the catapult class, same class as the Bow is using, and the trigger for WeaponFire occurred on LeftButton Release!. So, while the StatusBar for draw is runnig up, my animation do nothing, when I release Left Mouse Button (Fire) then my animation starts, both draw and Fire. It works but it would be cool if my animation for drawing happen on leftmouse down. Link to comment Share on other sites More sharing options...
layarion Posted November 11, 2017 Share Posted November 11, 2017 Thanks for answer! Of Course I made an animation for my Model The problem I have, I use the catapult class, same class as the Bow is using, and the trigger for WeaponFire occurred on LeftButton Release!. So, while the StatusBar for draw is runnig up, my animation do nothing, when I release Left Mouse Button (Fire) then my animation starts, both draw and Fire. It works but it would be cool if my animation for drawing happen on leftmouse down. hmm ima noob but perhaps comb through the compiled code with that one tool and look for things tied to the bow class? Link to comment Share on other sites More sharing options...
xyth Posted November 11, 2017 Share Posted November 11, 2017 Thanks for answer! Of Course I made an animation for my Model The problem I have, I use the catapult class, same class as the Bow is using, and the trigger for WeaponFire occurred on LeftButton Release!. So, while the StatusBar for draw is runnig up, my animation do nothing, when I release Left Mouse Button (Fire) then my animation starts, both draw and Fire. It works but it would be cool if my animation for drawing happen on leftmouse down. I think you need several animation states. on entry would transition to bowIdle, where its not drawn. Then weaponfire true and isdrawn (bool) false wouls transition to a bowdrawidle state. then it might transition to bowfire based on weaponfire true and isdrawn true. then it transitions to bowidel. Im saying you might need both the WeaponFire trigger and a boolean condition to make this all work. Link to comment Share on other sites More sharing options...
layarion Posted November 21, 2017 Share Posted November 21, 2017 Do you need help getting this stickied? this should be stickied but it's not. Link to comment Share on other sites More sharing options...
xyth Posted November 21, 2017 Share Posted November 21, 2017 not a bad idea. Link to comment Share on other sites More sharing options...
Guppycur Posted November 21, 2017 Share Posted November 21, 2017 Agreed. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.