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Arsenal26

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Posts posted by Arsenal26

  1. I found a couple older threads regarding bombs not detecting "Proximity" trigger as well as "Remote" trigger in Multiplayer...  and tested it just now to find that remote and proximity modes are not picking up zombies or even myself (players in general)....  Couple others have also reported this to me because they are testing some Landmines & Claymores I added to my mod basically scripted same as vanilla bombs with minor tweaks...

     

    We're just wondering if this is a known issue or may there be something else wrong...

     

    Thanks fellas! appreciate the great stuff from ya'll

     

    A26

     

     

     

    edit : ref older threads :

     

    https://theindiestone.com/forums/index.php?/topic/60237-bug-with-timer-bomb-and-sensitive-bombs/#comment-368155

     

  2. On 6/30/2022 at 3:49 AM, Batsphinx said:

    - HandWeapon.weaponSprite is saved if it is different than the item-script's value.

    - Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar.

    - Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground.

     

    hmm... this is very cool indeed... Thanks Indie Stone!

  3. Thanks TIS for the Pre-Xmas release!!! 

     

    I just want to validate this post, I use controller also, and cannot use the context menu method of putting stuff in containers or floor... PLACE item works great however, but that cannot be used to put stuff in containers :(

     

    Happy holidays u guys!

  4. FIRST.... many thanks for the pre-Xmas release... TIS. Im sure this will satisfy alot of Xmas wishes.

     

    Just validating this report : had this occur also... other tester saw me standing there, but I was actually not in the room any longer... Also, doors that I broke through appeared intact in his game..

  5. On 7/30/2021 at 9:33 AM, LastRequest said:

     Driving has become difficult if not impossible due to the performance as well. 

     

    This..... 

     

    Driving along with some but not a screen-full of zombies, started getting this very consistent pausing effect... Vehicle would roll a few feet, and game would freeze for 2-3 seconds... then continue for about a shorter amount of time 1.0 - 1.5 seconds... and continue freezing momentarily... Weird thing is, I got out of THAT car, and got into another one, and this behavior stopped...  Hopefully the changing vehicles aspect of the bug will help you track down the cause...

  6. 13 hours ago, jiggawutt said:

    Can you guys PLEASE settle on a loot distribution system? From a mod maker's perspective, it is exhausting and confusing to keep up with changes to how loot works in this game and getting our items to spawn. Thanks

    Started looking at vanilla distro files today, and seems like half Procedural, half not... strange... I went ahead and converted all our distro to Proc assuming that is what is going to happen eventually... It also lets me do some things that weren't possible before anyways...  Subscribers *shouldn't* be jumping all over your back, as it was pretty plainly stated that loot mods would break... So just tell em to hang tight for awhile...

     

    Fortunately weapon mods are not so affected at the moment... But I think Procedural is coming for us too.... Can someone at TIS confirm if it will be 100% Procedural ?

    We'll probably end up releasing (2) versions... non-Proc being the compat version with other mods.... Full Procedural version separately with some new bells and whistles...

  7. @Nasko...  Will we be allowed to add (mod) lists to ProceduralDistributions.lua ? If so can you explain how we would do that ?

    Thanks in advance for any info you can share...

     

    Doh... disregard... figured it out...

  8. @TheCommander  Thanks for the heads up...

     

    Can you explain to me how we would go about adding Procedural lists ?

    and also give me the list of new procedural lists ?

    or point me in the direction of where that info might be ? Thanks for any info you might share...

     

    [edit]   DoH!!  Disregard... figured it out...

  9. 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...

  10. 3 hours ago, Octopus said:

    Wearing your hoodie down should also realistically give zombies something to grab and pull you towards them with.

    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...

  11. 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...

  12. 9 hours ago, lemmy101 said:

    - Rebalanced M14 Single Shot Assault Rifle. 
        - Changed model
        - Now uses proper ammo (.308) instead of 5.56. 
        - Magazine size set to 20
        - Damage has been balanced to bring it in line with other rifles

     

     

    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

     

     

     

  13. 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.

  14. 22 hours ago, Koester said:

    the other guys are cool. Even NasKo.

    21 hours ago, Koester said:

     

    Thank you for being so professional NasKo.

    13 hours ago, nasKo said:

    you come off like an asshole

    anything except not being an asshole is also rich. 

    not being assholes about it.

     

     

     

    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=RoyonEm_BDQ

     

  15. 13 hours ago, EnigmaGrey said:

    Getting tired of you guys knowing the answer but arguing anyway.

     

    Rifles are high level and disproportionately benefit from aiming, as you already know. Starting range doesn’t matter. Noobs don’t matter by design. The only intersecting bit there is the one point difference between it and the revolver/assault rifle.

     

    It’s meant for a specific purpose — high level sniping of animals and players. Low magazine size and reload time balances that.

     

    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.

     

  16. 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 the cartridge...  whether it hits or not is another thing...

     

    I adjust rifles in my game to the 15-17 range...  that seems to feel about right..

     

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