Gamida Posted December 4, 2018 Share Posted December 4, 2018 So if you do a tut on it would it include how to make portrait and landscape ones? I'm just making more work for you now aren't I Link to comment Share on other sites More sharing options...
dragonslayer770 Posted December 4, 2018 Share Posted December 4, 2018 so im using the Salvaged Bats Modlet and noticed that there isn't a recipes for the bats Link to comment Share on other sites More sharing options...
xyth Posted December 4, 2018 Author Share Posted December 4, 2018 so im using the Salvaged Bats Modlet and noticed that there isn't a recipes for the bats Correct. I was thinking about adding a lathe workstation that would be needed to turn a new bat, but didn't get that far yet. I wasn't even sure folks would use the mod, it was primarily a teaching modlet. The bats are available in loot though. Link to comment Share on other sites More sharing options...
Baobab Posted December 4, 2018 Share Posted December 4, 2018 Correct. I was thinking about adding a lathe workstation that would be needed to turn a new bat, but didn't get that far yet. I wasn't even sure folks would use the mod, it was primarily a teaching modlet. The bats are available in loot though. Love The Salvaged Bats Modlet Link to comment Share on other sites More sharing options...
Okami Posted December 5, 2018 Share Posted December 5, 2018 Hi, Xynt! I want ask a question. Do you think about adding some scripts to Flag mod? I was thinking about it, and how about adding map mark when placing Flag? Link to comment Share on other sites More sharing options...
Grinch843 Posted December 5, 2018 Share Posted December 5, 2018 Whats the drop rate on the bats. I've gone thru a 5 hour session and only found 1 wooden bat. Thanks for all the hard work!! Link to comment Share on other sites More sharing options...
stallionsden Posted December 5, 2018 Share Posted December 5, 2018 Whats the drop rate on the bats. I've gone thru a 5 hour session and only found 1 wooden bat. Thanks for all the hard work!! i get a fair decent amount of drops of the bats different kinds myself. might depend what yo have your loot set at 100% 200% etc or just plain ole unlucky. but ofc they all can be increased if not dropping as much as you would like. Simply look in loot.xml and change the prob values Link to comment Share on other sites More sharing options...
Grinch843 Posted December 5, 2018 Share Posted December 5, 2018 My loot is set at 100%, must be just RNG. I did look at the loot.xml but not sure what to change, I saw the entries "mod_chance=.50" but take that as the chance for a mod to be spawned with the bat, did not see anything specific to the bat spawns themselves. If I change something like this <item name="meleeWoodBat" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/> To this, would it work? <item name="meleeWoodBat" prob=".50" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/> Thanks, Link to comment Share on other sites More sharing options...
stallionsden Posted December 5, 2018 Share Posted December 5, 2018 My loot is set at 100%, must be just RNG. I did look at the loot.xml but not sure what to change, I saw the entries "mod_chance=.50" but take that as the chance for a mod to be spawned with the bat, did not see anything specific to the bat spawns themselves. If I change something like this <item name="meleeWoodBat" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/> To this, would it work? <item name="meleeWoodBat" prob=".50" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/> Thanks, Having 2 probs in the one comment I dont think would work (could be wrong) may be try changing the prob ".50" to "1" See if that helps. Link to comment Share on other sites More sharing options...
Gamida Posted December 5, 2018 Share Posted December 5, 2018 Stallionsden, "1" is 100% chance isn't it? Is that how you do a check to make sure a mod is working? Link to comment Share on other sites More sharing options...
SylenThunder Posted December 5, 2018 Share Posted December 5, 2018 Stallionsden, "1" is 100% chance isn't it? Is that how you do a check to make sure a mod is working? There is a console command to export the currently loaded xml data so you can see what it looks like with the modlets loaded in. (Don't recall the command offhand, and unable to go in game to check at work. Sorry.) You would be able to see if the xml data from the mod got loaded in correctly in those files. Link to comment Share on other sites More sharing options...
sphereii Posted December 5, 2018 Share Posted December 5, 2018 There is a console command to export the currently loaded xml data so you can see what it looks like with the modlets loaded in. (Don't recall the command offhand, and unable to go in game to check at work. Sorry.) You would be able to see if the xml data from the mod got loaded in correctly in those files. Console Command: exportcurrentconfigs Dumps it to your Save game folder. Link to comment Share on other sites More sharing options...
xyth Posted December 5, 2018 Author Share Posted December 5, 2018 My loot is set at 100%, must be just RNG. I did look at the loot.xml but not sure what to change, I saw the entries "mod_chance=.50" but take that as the chance for a mod to be spawned with the bat, did not see anything specific to the bat spawns themselves. If I change something like this <item name="meleeWoodBat" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/> To this, would it work? <item name="meleeWoodBat" prob=".50" mods="head,sweetspot,effects,grip,pommel" mod_chance=".50"/> Thanks, The mod_chance probability is the chance that a looted weapon will have one (or more?) weapon modifiers already installed on the bat. For the probability of a mod dropping in loot, or for a bat dropping in loot, you need to edit the loot.xml file in the mod folder. Link to comment Share on other sites More sharing options...
Grinch843 Posted December 6, 2018 Share Posted December 6, 2018 The mod_chance probability is the chance that a looted weapon will have one (or more?) weapon modifiers already installed on the bat. For the probability of a mod dropping in loot, or for a bat dropping in loot, you need to edit the loot.xml file in the mod folder. Thanks for the info. Link to comment Share on other sites More sharing options...
stallionsden Posted December 6, 2018 Share Posted December 6, 2018 Stallionsden, "1" is 100% chance isn't it? Is that how you do a check to make sure a mod is working? Lol I normally put 5 lol to check if it working. Link to comment Share on other sites More sharing options...
xyth Posted December 6, 2018 Author Share Posted December 6, 2018 Fun with Flags updated to version 1.2: Changed all textures to use the standard (cutout rendering) shader which should fix MAC OS issues. There is an extra flaglootedMAC flag in the package that probably isn't needed, as that was a work around. If any MAC users still have issues, please let me know. Link to comment Share on other sites More sharing options...
Gamida Posted December 6, 2018 Share Posted December 6, 2018 Fun with Flags updated to version 1.2: Changed all textures to use the standard (cutout rendering) shader which should fix MAC OS issues. There is an extra flaglootedMAC flag in the package that probably isn't needed, as that was a work around. If any MAC users still have issues, please let me know. Do us PC users need this update? Any benefits or is the one we have fine. Link to comment Share on other sites More sharing options...
xyth Posted December 7, 2018 Author Share Posted December 7, 2018 Do us PC users need this update? Any benefits or is the one we have fine. Old version should work for PC users. I changed the shaders to standard from legacy, no big visual change imo Link to comment Share on other sites More sharing options...
LordSparda Posted December 8, 2018 Share Posted December 8, 2018 Thank you in advance if you can help me! Watch some of your videos and I have a hitbox problem! I recorded a short video showing! http://prntscr.com/ls8vr7 I'm not very good in English, but I have good will to learn! Link to comment Share on other sites More sharing options...
Guppycur Posted December 8, 2018 Share Posted December 8, 2018 That should work; try a capsule collider just for fun. Link to comment Share on other sites More sharing options...
Lord Neophyte Posted December 8, 2018 Share Posted December 8, 2018 mesh collider....this make a 100% perfect hitbox for an object Link to comment Share on other sites More sharing options...
xyth Posted December 8, 2018 Author Share Posted December 8, 2018 Version 1.21 of fun with Flags pushed. Fine tuned the texture settings and they "Pop" now. Removed the MAC looting flag as it should no longer be needed. Link to comment Share on other sites More sharing options...
xyth Posted December 8, 2018 Author Share Posted December 8, 2018 Thank you in advance if you can help me! Watch some of your videos and I have a hitbox problem! I recorded a short video showing! http://prntscr.com/ls8vr7 I'm not very good in English, but I have good will to learn! What multidim setting do you have in xml? if thats incorrect you will get that effect. Also, consider using the tag manager provided in my tutorial project as having the T_Mesh_B tag in the wrong tag spot in Unity can also cause that issue. Link to comment Share on other sites More sharing options...
LordSparda Posted December 8, 2018 Share Posted December 8, 2018 What multidim setting do you have in xml? if thats incorrect you will get that effect. Also, consider using the tag manager provided in my tutorial project as having the T_Mesh_B tag in the wrong tag spot in Unity can also cause that issue. Thank you, I did what you said, I looked better at the tutorial, it was the TAG, I had to change the Collider too! Thanks to Guppycur and Lord Neophyte too! Link to comment Share on other sites More sharing options...
xyth Posted December 11, 2018 Author Share Posted December 11, 2018 Version 1.2 uploaded. Adds 1k textures to most things, and fixes several mesh issues. These changes were generously made by Dust2Death. He provided 4k textures so a 2k version may be available at some point but the file size is larger than github will allow. Link to comment Share on other sites More sharing options...
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