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Urby

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  1. Urby

    Check weapon attachment

    You are my hero, thanks!
  2. My mind is tearing itself apart I know it can be done but could some one throw me a bone and point out the statement I need to check for a specific mod on the players primary hand weapon. By mod I mean attachment (Slings, chokes and the like.)
  3. Urby

    OnCook?

    Thanks guys, found exactly what I was looking for, cheers!
  4. Urby

    OnCook?

    Just a quick question. Is there a call for OnCook? I'm trying to make a non edible item that changes when it gets heated up on a camp fire. I've been digging through the base game trying to locate how they get some of the food items to change, but I'm having a little bit of difficulty. Has anyone found a way to do this or can point me in the right direction?
  5. It would be great to figure a way to add a mixture of zombies. Maybe like a bunch of slow zombies, one in ten are fast shambles and one in thirty is a runner. Just to mix things up.
  6. Umm, I feel that there may have been a misunderstanding. I don't mean adding new guns an attachments. But for example... Where a X2 Scope modifies Min and Max range item x2Scope { Type = WeaponPart, DisplayName = x2 Scope, Icon = Scope2x, Weight = 0.3, WeightModifier = 0.3, MaxRangeModifier = 7, MinRangeModifier = 6, MountOn = HuntingRifle; VarmintRifle, PartType = Scope, Tooltip = Tooltip_Scope, } I was thinking of making a supresson item that could do something like SwingSoundModifier = "SupressorNoiseFile"SoundRadiusModifier = -30 I guess what I mean is. Is this possible through an easy method, otherwise how would I go about coding it in Lua. The reason I'd rather link an attachment is that it can be reusable for other objects.
  7. Along the lines of adding new guns and attachments. I'm wondering how one might go about, for example, attaching a suppressor to a gun and with that attachment, modify the guns "SwingSound" and "SoundRadius" Only while the specific mod is attached.
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