Quasimiyao Posted January 23, 2019 Share Posted January 23, 2019 True, I'll give that a shot. Hop on my Discord https://discord.gg/8yGBq9e and see about whether or not Random Person, Telric or Gareee (guy who posted right above you) would be willing to make you that goat. =) ...probably not, but worth the ask. Goat? How dare you call Kevin a goat He's beatiful kind horse who feasts on dead people! Link to comment Share on other sites More sharing options...
Guppycur Posted January 23, 2019 Author Share Posted January 23, 2019 ...I don't think this little suburb made it... Link to comment Share on other sites More sharing options...
Mumpfy Posted January 23, 2019 Share Posted January 23, 2019 looking really good gupp. the vehicles too, lol. Link to comment Share on other sites More sharing options...
spRonin Posted January 23, 2019 Share Posted January 23, 2019 These look great. Something I've been wanting from the game is the ability for passengers to be able to aim/shoot/melee things out the window. Maybe in the future Link to comment Share on other sites More sharing options...
soldier626 Posted January 24, 2019 Share Posted January 24, 2019 Looking forward to repairing M35A2 truck lights. Link to comment Share on other sites More sharing options...
Guppycur Posted January 24, 2019 Author Share Posted January 24, 2019 I'll be releasing a big "Fix" patch tomorrow; going from single pivot joint to dual pivot joint; the vehicles will drive much differently. Thanks to Dust2Death for continuously beating me up until I finally saw what the frack he was talking about. ...even if it did take 5 hours. =) Link to comment Share on other sites More sharing options...
Gareee Posted January 24, 2019 Share Posted January 24, 2019 Thats looking SO much better! Question: Are the new vehicles wrenchable? If not they might block too many streets, but being wrenchable adds a nice touch.. having to clear a street for clear access. Link to comment Share on other sites More sharing options...
soldier626 Posted January 24, 2019 Share Posted January 24, 2019 [ATTACH=CONFIG]27348[/ATTACH] I 've been talking to you about the car single pivot joint to dual pivot, and I'm sorry that my English hasn't been very good. Link to comment Share on other sites More sharing options...
soldier626 Posted January 24, 2019 Share Posted January 24, 2019 Looking forward to repairing M35A2 truck lights. - - - Updated - - - Can't wait to see more military vehicles in A17 Link to comment Share on other sites More sharing options...
rucky Posted January 24, 2019 Share Posted January 24, 2019 @Guppy are you planning to include an item.xml file too (similar to manux vehicle collection) so it can be used ingame more easily? Link to comment Share on other sites More sharing options...
Guppycur Posted January 24, 2019 Author Share Posted January 24, 2019 Once I have all of the models I want it, I'm going to re-work the vehicle system in general... you won't find many of those boring vanilla cars, you'll find broken down or sometimes working variants of my vehicles too, which you would need to repair at an auto-shop poi (new workstation), etc. Just not quite there yet. I have 3 more models to import, then I'll start the XML side. Currently they're only available via F6 or if you wanted to write your own xml's, there's an example a page or two back from Solider. Link to comment Share on other sites More sharing options...
Mumpfy Posted January 24, 2019 Share Posted January 24, 2019 Link to comment Share on other sites More sharing options...
soldier626 Posted January 24, 2019 Share Posted January 24, 2019 if you wanted to write your own xml's, there's an example <configs> <append xpath="/items"> <item name="M35A2Truck"> <property name="Extends" value="vehicleMinibikePlaceable"/> <property name="CustomIcon" value="M35A2Truck"/> <property name="DescriptionKey" value="vehicleGuppyMilitaryTruckDesc"/> <property name="Meshfile" value="#@modfolder:Resources/GuppyMobiles.unity3d?guppyMilitaryTruck.prefab"/> <property name="EconomicValue" value="40000"/> <property class="Action1"> <property name="Vehicle" value="vehicleGuppyMilitaryTruck"/> <property name="VehicleSize" value="2.5, 2.1, 5"/> </property> <effect_group name="Base Effects"> <passive_effect name="DegradationMax" operation="base_set" value="3500,7500" tier="1,6"/> </effect_group> </item> <item name="Hummer"> <property name="Extends" value="vehicleMinibikePlaceable"/> <property name="CustomIcon" value="Hummer"/> <property name="DescriptionKey" value="vehicleGuppyMilitaryCarDesc"/> <property name="Meshfile" value="#@modfolder:Resources/GuppyMobiles.unity3d?guppyMilitaryCar.prefab"/> <property name="EconomicValue" value="40000"/> <property class="Action1"> <property name="Vehicle" value="vehicleGuppyMilitaryCar"/> <property name="VehicleSize" value="2.5, 2.1, 5"/> </property> <effect_group name="Base Effects"> <passive_effect name="DegradationMax" operation="base_set" value="3500,7500" tier="1,6"/> </effect_group> </item> </append> </configs> Link to comment Share on other sites More sharing options...
Guppycur Posted January 24, 2019 Author Share Posted January 24, 2019 Added a Sedan. Fixed a bunch of shiate on the vehicles. You'll want to update. Link to comment Share on other sites More sharing options...
rucky Posted January 24, 2019 Share Posted January 24, 2019 thanx guys! Link to comment Share on other sites More sharing options...
The-Walking-Dad Posted January 24, 2019 Share Posted January 24, 2019 I use your random getter-upper. I know you think no HUD is stupid, but the randomness of your modlet adds a lot to the no-HUD game. You always have to make sure... Link to comment Share on other sites More sharing options...
Guppycur Posted January 25, 2019 Author Share Posted January 25, 2019 I use your random getter-upper. I know you think no HUD is stupid, but the randomness of your modlet adds a lot to the no-HUD game. You always have to make sure... No, if you're thinking of some post of mine, you ether got me wrong or I mis-said something. I /hate/ the xp indicator and wish it would die with leveled loot. =) Link to comment Share on other sites More sharing options...
The-Walking-Dad Posted January 25, 2019 Share Posted January 25, 2019 No, if you're thinking of some post of mine, you ether got me wrong or I mis-said something. I /hate/ the xp indicator and wish it would die with leveled loot. =) I didn't know you didn't like the XP indicator, but you've said in the past you dislike having no HUD. No matter, I just wanted to show my appreciation for the randomiser. Link to comment Share on other sites More sharing options...
Gareee Posted January 25, 2019 Share Posted January 25, 2019 I love seeing the burning vehicles and the new additions. someone else has a mod that replaces some of the vanilla cars with added vehicles... couldn't you use that modelt and just replace the models he called with your additions instead? (He also has them respawn in 30 days as well, I think.... unless thats a separate mod.) I liked seeing the added vehicle variety in his mod, but the models are freebie bare bones, and yours look MUCH better. Link to comment Share on other sites More sharing options...
Guppycur Posted January 25, 2019 Author Share Posted January 25, 2019 I didn't know you didn't like the XP indicator, but you've said in the past you dislike having no HUD. No matter, I just wanted to show my appreciation for the randomiser. OOoh, you mean the /entire/ hub. Yeh, no I like knowing if I'm hungry. I thought we were talking about how the stupid xp indicator ruins the random getter upper experience. =) - - - Updated - - - I love seeing the burning vehicles and the new additions. someone else has a mod that replaces some of the vanilla cars with added vehicles... couldn't you use that modelt and just replace the models he called with your additions instead? (He also has them respawn in 30 days as well, I think.... unless thats a separate mod.) I liked seeing the added vehicle variety in his mod, but the models are freebie bare bones, and yours look MUCH better. I have much bigger plans for the vehicles than just releasing it as a pack like it is now. Any integration people want to make with other mods is up to them. =) Link to comment Share on other sites More sharing options...
josefdarks Posted January 25, 2019 Share Posted January 25, 2019 The only thing I don't like is that your handTorch is ever-lasting, and that you can, if you are quick enough, pick up the thrown torch AFTER it extinguishes, and it will be "re-usable", but if people are desperate enough to do either, fuggit and fuggem. They invade.. Vietnamese zombies.. If your truck.. does not arrive.. zombies will win us.. the power of the united will win zombies.. when it will come out the truck mod... Link to comment Share on other sites More sharing options...
Guppycur Posted January 25, 2019 Author Share Posted January 25, 2019 Cycle's are coming. Well, 1 so far... Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted January 25, 2019 Share Posted January 25, 2019 Vintage Motorcycle there like it ...maybe it will grow up to be a Harley one day Link to comment Share on other sites More sharing options...
Guppycur Posted January 25, 2019 Author Share Posted January 25, 2019 Looking at more vehicle packs to buy. =) Link to comment Share on other sites More sharing options...
DarkRisen Posted January 25, 2019 Share Posted January 25, 2019 So removing the zombieSteveCrawler was not a good idea as stated in this forum. (<entitygroup name="ZombiesHoard">) <entity name="zombieSteveCrawler" prob="0.1"/> My thoughts were to basically change the: prob="0.1"/> to prob="0.0"/> This will help not removing it completely. But drop the chance of the zombie even spawning. This method is a more cleaner way of doing it, and can be changed accordingly. Hope this helps Link to comment Share on other sites More sharing options...
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