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Arsenal26

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Everything posted by Arsenal26

  1. That looks pretty darn fluid to me... ESPECIALLY the part where you back up, and movement behaves accordingly as it would with slack given to the tow line... Then resuming again after you move far enough ahead making it taut before it affects the towed vehicle... When can we expect to be able to vacation with our RV's + Jeep in tow ??!!? Amazing job...
  2. hmmm... If you wanna go that route, then may as well add all long hair styles... that would be Realistic, and a perk of wearing hats, until it gets knocked off...
  3. Just noticed that when wearing a Hoodie without the Hood up, there is no neck protection... Hoodies should havefer neck protection even when hood is down... There is significant material around the neck whether hood is On or Off...
  4. Thanks for asking and thanks for answering... I also missed that little detail and sort of gave up on the books since it took forever... I'll stop being a dropout and hit the books again knowing that interruptions don't sack the progress...
  5. What he said... ^ We can only hope that build 41 catches up to what Fenris had all sorted out... ORGM was so amazing and technically correct, right down to scaled real world weights of each firearm, added attachment weigh affecting recoil, damage and range correctly proportioned by cartridge and barrel length.... Currently 5.56 is superior to .308cal and that's a shame...
  6. Backwards ?? all else being equal (ie. shot placement, FMJ or HP) .308 is a larger more powerful cartridge delivering more energy out to greater distances vs. 5.56 AssaultRifle1 (5.56mm) Max Range = 11 Min Dmg = 2.2 Max Dmg = 4.5 AssaultRifle2 (.308cal) Max Range = 10 Min Dmg = 1 Max Dmg = 2
  7. In your Users>User>Zomboid folder there is a file called console.txt I have a shortcut to this file on my desktop so I can more easily open it while working on mods. Have a look at your console.txt, and it will tell you exactly what line in what file is causing errors. I usually scroll to the very bottom and work my way up till I see error lines... Take note of the line# and file name. Start there to find your solution.
  8. Just started messing with Recipes... This was helpful... Thanks.
  9. LOL... 35.... well, that's the last you'll be seeing of this "streamer"... I can't believe he thought he was promoting this game he seemed to enjoy so much... More software companies should put people in their place like this...
  10. Amen... just because he's the 3rd most watched Zomboid streamer or whatever is no excuse for reporting a bug with that kind of fervor... Its fantastic that you guys stand by your conviction and not get punked out... I love the part where he looked hopefully at Nasko, and got a triple A-Bomb instead... OUTSTANDING. I'd expect that from the big EG... but he didn't see that one coming from Nasko... I guarantee it... Amazing team work... you guys are animals... This all reminds me of that scene from the OTHER GUYS... (bad cop bad cop) https://www.youtube.com/watch?v=
  11. It's really unfortunate that you're reading things as an Argument... because it's just discussion with suggestions in the suggestion section of the discussion board.
  12. Can't really keep any kind of distance with effective range of [10]. I get that as your skill increases its effective max range goes up at a higher rate than pistols... But the starting max range of [10] is too low for a bolty... especially when compared to a long revolver which has [11]. Pistols are from 7-11, and rifles are pretty much 10 across the board with the exception of Assault Rifle which is 11... A noob shooter is ineffective at longer ranges, but that's where the hitchance increase per skill comes in.... Max effective range should be more of physical characteristic of t
  13. Didn't see it on the list, but Pan view and Reload work properly now... Hallelujah...
  14. You need to push the directional analog... Not the move stick, but the one you face with while you strife... When you do this, notice the character changes into fighting stance... Now you can swing or shoot with the attack button instead of shove & stomp...
  15. Any chance of doing something about the Pan button executing a [Reload] when holding a firearm ? I realize buttons are limited, and double functions are necessary... but when using a Rifle panning to acquire far away targets unfortunately results in reloading every time... Perhaps the reload function can be blocked *if* the [Look] analog is being pushed ??
  16. I thought the same thing too skimming thru the changes and missing the part where it says selects "previous container".... Essentially, left button selects [UP] and right button selects [DOWN] the list of available containers now... This is actually pretty great when trying to loot through huge piles of bodies.... if for instance you skip something by accident, you can go back and grab it now without having to start from the top of the entire list...
  17. Oops... disregard last... mis-read "Previous container".... I like how we can select [UP] and [DOWN] the list of available containers now... Good trade off for having to switch sides...
  18. Funny you should use the word "Sane" as that is the title of the mod that fixes this... Here you go... pretty sure it still works... Workshop ID: 1916033214 Mod ID: InventorySanity[CWO]
  19. Ok, so PFM is loading just fine... but your leonprofessions mod is not getting loaded.... New professions should appear immediately after the console line : LOG : General, 1585178807101> ProfessionFramework.INFO: Adding Trait Jogger2 And be at the BOTTOM of the list in game character setup screen... I did notice that there is an issue with examplemod refusing to load... Are you sure you setup your leonProfessions mod correctly ? ie, mod.info file in your leonProfessions folder... Might wanna look there bcuz its trying to load "examplemod"
  20. Oh Ooops... my bad... that's correct, should have read : I have my Profession lua in ...\Zomboid\mods\MyProfessionsMod\media\lua\shared\MYPROFESSIONS.lua Random thoughts... - Are you testing on a new game ? or old save ? bcuz new mod memory may cause issues - Right version of game ? - Try disabling all mods, and re-enable them making sure PFM is activated before your custom professions mod... - Console.txt throwing any errors ? scrolling all the way up may reveal where its hanging up or unable to find something...
  21. I have the Framework mod in ...\Zomboid\mods\ProfessionalFramework-master I have my Profession lua in ...\Zomboid\media\lua\shared\MYPROFESSIONS.lua There is an issue with your example.... Unlike [Perks.SmallBlunt] (no space) Long is just [Perks.Blunt]... So the script stops at that mistake, and does not apply sprinting, or anything passed that line. Otherwise, I pasted your example in myprofession mod, and it appears in the setup option just fine... ProfessionFramework.addProfession('Hitter', { name = "Pinch Hitter", description="When the bases
  22. All these affect weapon damage : CriticalChance CritDmgMultiplier MinDamage MaxDamage
  23. LOL... i'm such a noob at modding its embarrassing... Anyways, I made the mod last night after reading your post and uploaded to see if it worked... but the title of your thread was "how to do that" so here's what I figured out during that 20 minutes of poking around... (took longer to find that picture of the guy prying a plank) First of all, we are not adding a FUNCTION to a TOOL... because the function already existed which is unbarricade... We merely added a TOOL to the FUNCTION. In the timed action ISUnbarricadeAction, the isValid function kicks you ou
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