stallionsden Posted January 18, 2019 Share Posted January 18, 2019 I dunno what the requirements are for using DropBox as the download site but it's something maybe you could look into? Github is awesome lol. Myself just went to each individual modlet and copied a dress and pasted that in the corresponding modlet in the forum. Drop box once you become popular they reduce your storage space Link to comment Share on other sites More sharing options...
Guppycur Posted January 18, 2019 Author Share Posted January 18, 2019 I dunno what the requirements are for using DropBox as the download site but it's something maybe you could look into? The mod launcher only supports git. Link to comment Share on other sites More sharing options...
Dracos99 Posted January 18, 2019 Share Posted January 18, 2019 Ya know guppy lol I have to download your modlet pack each time I want a single one lol. I have for the life of me tried to do single modlet but I can't see no option and clone or download just dl master lol what am I missing if you are not good at command line git or dont want the whole download at once, there are browser extensions that will do the work for you. I use GitZip in chrome to just double click on a folder (or multiple folders) on Github and just download the selected. there is probably a similar tool for other browsers. Link to comment Share on other sites More sharing options...
josefdarks Posted January 18, 2019 Share Posted January 18, 2019 (edited) the truth was necessary ... a military truck in my base .. I have a elicopter but not a truck I can only say good work I'll wait to see your mod truck when I have it ready this is my base my base awaits your truck marine soldier Edited January 18, 2019 by josefdarks (see edit history) Link to comment Share on other sites More sharing options...
soldier626 Posted January 18, 2019 Share Posted January 18, 2019 good work can not wait to see your mod truck Link to comment Share on other sites More sharing options...
Guppycur Posted January 18, 2019 Author Share Posted January 18, 2019 The first post should have the updated link. Link to comment Share on other sites More sharing options...
Guppycur Posted January 18, 2019 Author Share Posted January 18, 2019 Updated all git files from modinfo.xml to ModInfo.xml, which will offer both *nix compatibility (like I give a frack) and now it'll show up on the mod launcher. =) Link to comment Share on other sites More sharing options...
Inmyh3ad Posted January 18, 2019 Share Posted January 18, 2019 Will the Blood Moon Mod still work when A17.2 or bx drops? I mean the one from this topic (not sure if it's the same one but I guess so): https://7daystodie.com/forums/showthread.php?94557-MODLET-Blood-Moon-Trickle Link to comment Share on other sites More sharing options...
Guppycur Posted January 18, 2019 Author Share Posted January 18, 2019 It should. The only mod that will break with the newest update is the cop acid one. As far as I know. Link to comment Share on other sites More sharing options...
Inmyh3ad Posted January 19, 2019 Share Posted January 19, 2019 So if I host a game (i’m not renting one) with my friends, this will work? Sorry for the questions but I don’t know much about modding Link to comment Share on other sites More sharing options...
Guppycur Posted January 19, 2019 Author Share Posted January 19, 2019 Yep! Servers and hosts push xmls to clients. Link to comment Share on other sites More sharing options...
soldier626 Posted January 19, 2019 Share Posted January 19, 2019 The mod are great, but the M35A2 truck has some steering problems. Looking forward mod completion。 Link to comment Share on other sites More sharing options...
Guppycur Posted January 20, 2019 Author Share Posted January 20, 2019 Can you elaborate? Thanks! Link to comment Share on other sites More sharing options...
soldier626 Posted January 20, 2019 Share Posted January 20, 2019 M35A2 truck was very difficult to turn left and right and the right wheel was unable to turn, causing the car to slip in place Link to comment Share on other sites More sharing options...
Guppycur Posted January 20, 2019 Author Share Posted January 20, 2019 I think it's just the animation, because when I tagged the mesh with a text, the text turns, so I know the steering object is turning. The truck is intentionally difficult to turn, but now that I'm working on smaller vehicles I will get a better sense on whether or not the animation is actually messing with the turning radius. But the animation not turning has been bothering me, so I want to devote some time to fix it anyway, because it's annoying. :-) The actual physics for those wheels are on a separate node and are not actually affected by the animation. I don't think. I'm still pretty new at vehicles. - - - Updated - - - But I just had an idea... Link to comment Share on other sites More sharing options...
Guppycur Posted January 20, 2019 Author Share Posted January 20, 2019 Solved the animation issue, confirmed that it was just that, animation, but I don't like the solution. It means the joints aren't independent, so I'm not REALLY getting 4 wheel drive suspension. Going to play with suspensions a bit to see what else I can break. =) I'll update the mod at some point, but it's just a visual thing. Link to comment Share on other sites More sharing options...
soldier626 Posted January 20, 2019 Share Posted January 20, 2019 Like these pictures, the right wheels of the car, whether left or right, do not turn, causing the car to skid when turning. I think that's why it's difficult to turn. Link to comment Share on other sites More sharing options...
soldier626 Posted January 20, 2019 Share Posted January 20, 2019 Like these pictures, the car skids in situ when it turns left without turning the right wheel. Link to comment Share on other sites More sharing options...
soldier626 Posted January 20, 2019 Share Posted January 20, 2019 I think it does affect the steering of the car if the right wheel doesn't turn, because it's obviously a lot easier to turn left than right at the moment Link to comment Share on other sites More sharing options...
Guppycur Posted January 20, 2019 Author Share Posted January 20, 2019 (edited) No, because I'm currently maneuvering in a vehicle with NO wheels and no sphere colliders. It's just an animation. There are invisible "wheel colliders" which dictate movement, and they're not even on the same node as the animated joints. That particular truck has MOST of its friction on those front two tires, including the "side friction", which makes it difficult to turn. That's intentional. The little 4 wheel vehicle I have has the same animation issue, but is much more maneuverable. Edited January 20, 2019 by Guppycur (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted January 21, 2019 Author Share Posted January 21, 2019 Testing a train system. Will use tracks and everything. =) [video=youtube;5-9916HeHj0] Link to comment Share on other sites More sharing options...
Telric Posted January 21, 2019 Share Posted January 21, 2019 Add loop de loops and i'm in! Link to comment Share on other sites More sharing options...
headpool182 Posted January 21, 2019 Share Posted January 21, 2019 (edited) nvm thinking i figured it out. Edited January 21, 2019 by headpool182 (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted January 21, 2019 Author Share Posted January 21, 2019 It's available in the F6 menu (entity menu) until I make blocks and whatnot. Assuming you installed the mod. Link to comment Share on other sites More sharing options...
soldier626 Posted January 21, 2019 Share Posted January 21, 2019 HI Guppycur,I fixed the tire and steering bugs for you. The code is。 <entity_class name="vehicleGuppyMilitaryTruck"> <property name="Tags" value="vehicle"/> <property name="Class" value="EntityVJeep"/> <property name="Parent" value="Cars"/> <property name="Prefab" value="#@modfolder:Resources/GuppyMobiles.unity3d?guppyMilitaryTruck"/> <property name="ModelType" value="Standard"/> <property name="SurfaceCategory" value="metal"/> <property name="IgnoreTrigger" value="true"/> <property name="LootListAlive" value="79"/> <property name="IsEnemyEntity" value="false"/> <property name="Explosion.ParticleIndex" value="6"/> <property name="Explosion.RadiusBlocks" value="5"/> <property name="Explosion.RadiusEntities" value="5"/> <property name="Explosion.BlockDamage" value="100"/> <property name="Explosion.EntityDamage" value="100"/> <property name="RotateToGround" value="true"/> <property name="Faction" value="none"/> <property name="MapIcon" value="ui_game_symbol_4x4"/> Link to comment Share on other sites More sharing options...
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