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Atsumori

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Everything posted by Atsumori

  1. So, not really 100% running but you can exploit the initial acceleration boost from holding shift and only using clicking "move to" with the mouse to move way faster while limping. Or you can wait for the limping animation to stop and start moving again while holding shift, alternating between the start and end of the initial boost animation. Probably just another animation overlap thing, like the using of the "sprinting-to-sudden-stop" animation while sprinting to never trip while running into zombies.
  2. No errors, it just doesn't seems to apply on the right place so temperature doesnt change
  3. Really wish i could work on blender 2.8> right now Been using a old script for 2.79 but it just can't deal with rig/bones so i only get static models so far
  4. Fix GUID insertion method for mods please.
  5. Hi! Before anything, I just wanna say that all sounds remaster in PZ was wonderfully done so far. One thing that still gets me it's the "new" zombie sounds. They're great quality and everything but they sound so much like "modern" wild zombies, from movies. Not a problem but it really escapes that Romero idea (maybe make lunging/sprinter zombies sound like the present SFX group, which is more feral and make slower/calmer shamblers more like moaners?). I used to feel that zombies (even back then when they were green and blue aliens) sounded more menacing, curious, hungry
  6. Atsumori

    Body temperature

    HALP!!11eleven!!11 So, i've been trying to make a specific function set the body/core temperature back to normal but whatever variation i try the game doesn't applies, works great for bodydamage/stats but not for temperature, any ideas? Appreciate.
  7. Just comment (put a "--") before group:setExclusive("Hat", "MaskEyes") in BodyLocations.lua in the meanwhile i guess...
  8. Title (Ver 41.42) Weapon.txt value
  9. Another enemy is lag :V otherwise you can do it forever lol.mp4
  10. Yep, i do i 3 times here, one without going thru the zombies. This is apocalypse settings, no mod influencing btw. You can do it as long as you can sprint. works on small amounts of trees too. exploit_2.mp4
  11. Doesn't works so easily with sprinters tho 👍
  12. Hey guys, Paw Low here. So, i don't know if this has been reported before but i was only able to notice yesterday. Within the 41 branch. If you keep sprinting and keep slowly tapping the aim control (ctrl) in the direction you're going at the same time, you can go through any horde size untouched, you can pass zombie walls with no problems and you'll never trip. Zombies hate him, become u n s t o p p a b l e. Anyways, jokes aside. I think it's linked to some sort of animation cancel/trigger. Only found out after trying some sprinting+melee combos that looks nice but totally in
  13. Midi keyboards would be neat for instruments lmao
  14. Attached to a bone in the xml files, everything flipped but it works
  15. So, i've been trying to implement waist bags in my mod for a while and there is this one glitch that people reported to me that i can't replicate. I wish i had screenshots to show but basically whats happening is that only the waist bags models meshes and textures are warping wildly and it's not even a large file/model. I have tried remapping UVs, normals and everything but no avail. Works perfectly in any configuration or situation (with other mods, standalone etc) on my MAC (i don't know if that could the issue, mac rendering or something, out of my knowledge). Any ideas?
  16. i got a crash today because of that
  17. Just one thought... Will we be seeing the map as it is (only flat) or will there be elevated areas? (like when going up a hill or down a road). I don't know if isometric would allow changes without glitches or making the game heavier to run :c But would be cool to see those differentiations in land :/ As i know (basic isometric technic drawing) for example, that if we elevate an area by a square, it would have to fit the other side by this square (same height) to achiev this kind of idea.
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