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Arsenal26

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About Arsenal26

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  1. Love me some Vanilla.... Hallelujah!!! correct sir... From my Inventory Sanity Mod, those two issues have been resolved Auto-Walk specific to containers and incorrect Container Switch... Column width, however has not been changed. Vanilla is always better so we have to run fewer mods... I'll update the mod to reflect those changes to eliminate redundancy, and slip in the additional auto-walk fixes I've been testing on the side... Good stuff!!!
  2. Interesting situation... on one hand, them getting behind you is kind of like an MMA reversal move... I understand why you might not like that and how sharper turning for zombies might alleviate this result, making them basically come head on... Not so sure on this one... Wider turns might just simulate a zombies characteristic clumsiness, making their movement trajectory more imprecise.... The net result of wide turns is that It would send them running into furniture and walls, snagging them up and depending on where they made the decision to "turn" in relation to objects it may or may not happen creating some randomness which is good in the aspect. Sharp(er) turns I think would result in them being on you like a magnet... because that would simulate them being in better control of their body and movement trajectory... You'd expect zombies being what they are, to have less agility (i guess depending what kind... I am Legend vs. Romero). Perhaps a better solution for this phenomenon which is reminded of from a Mod that randomized sprinter speeds could be randomized turning speed or a value which is derived from the zombies condition... This would more properly simulate a zombies "agility" or damaged limbs... More agile (aka less-physically-messed-up) zombies could then stay on their victim more directly, while messed up ones will struggle to find the victim so they can attack...
  3. Top pic = double feed ?? (could happen IRL) Second pic... not so much...
  4. hmm.... Only time it happened to a zombie, there might have been 1 or 2 visible, and certainly not a lot on the screen or in the cell for that matter...
  5. true.... true... Okay so how about this then ? If you are aiming (pushing on look analog stick) or have the aim mouse button depressed.... It shoves all the time, never stomping.... If you are not aiming, it will stomp only when available primarily, but also allow shoving if there is nothing to stomp. This would give intuitive choice since aiming is directing a movement on the X/Y plane, so we'd get used to no input to direct the attack down the Z axis (ground) Scenario this might work goes something like this : Walk up to a knocked down zombie and begin stomping... After a few boot heels, hes still not dead, but you hear another one behind you.... So intuitively, you aim to look behind you and keep attacking... This locks out stomp, and shoves the one that came up behind you... Once its down, you simply face it, release aim input and attack to make all available (Z-axis) stomps... or if none are there, you will just shove air.
  6. Oh Whew!!! not just me.... So the three times it happened to me were : 1 - A SuperSurvivor was beating the heck out of me with a golfclub, and I died, but my body kept running and never fell. 2 - A Supersurvivor was stuck and could not walk (not sure if its local mod bug or same as this) 3 - A Zombie was walking in place... If I had to guess... based on my #1 example... Those zombies in are actually dead... but Animation is stuck on loop... because you're using Fire, and #3 in my examples, a SuperSurvivor NPC might have shot that one...
  7. So if we had to pick one rule, I'd say that Shove take priority if both situations exist at the time of button press.... ie, one zombie on the ground, and another stumbling at you... Stomp is what gets you bit... Because the one on the ground is no threat until he gets back up... Can't really think of a situation where Stomp should take priority when there's a moving one that close... Well, actually.... If I was wearing Plate armor, I suppose I'd just want to keep stomping since I couldn't get bitten... But that's about it.
  8. Now that's funny... That is all I really wanted for Christmas... I mean Steam controller setup can handle all the button mapping... and what's more, it can do multiple functions with double press, Hold press, etc. etc... For instance, one button does all my zooming in/out depending on whether I double or hold press... Leaves more buttons for other things... Really just one issue I found Steam setup cannot resolve, and that is [Pan Screen] & [Reload] is same button on controller, and cannot so far as I can tell be separated.... So when you [Aim] and [Pan Screen] to take a far shot, it sneaks in a [Reload]...
  9. Seems if you try to remove bullets from a magazine, it will only work if you have at least 1 of the same (loose) bullets in your inventory... Otherwise this error pops up:
  10. I'm holding off on enabling Runners until I can um..... run, But this sounds like it will make zombies much more organic instead of having a horde of zombies going exactly the same speed...
  11. The mod was specifically for containers.... Thanks for reminding me on Steam...
  12. What specifically is not working, Character still walking to containers ? or containers view is still switching ? If another mod is active that changes the files this mod does, I suppose it's possible this mod is getting bumped... If you can figure out which other mod alters the same files, and make the changes manually as described above... Essentially combine the mods so they don't conflict...
  13. Whenever my character gets "bored" I start disliking their attitude ... I mean here you are directing them to do what's best in the interests of their survival, and all you get in return is.... "Waaaaaaa..... I'm Bored!!!!" Perhaps a "Well disciplined" vs. "Spoiled Brat" trait set is needed to counter this..
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