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Arsenal26

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Posts posted by Arsenal26

  1. No Worries!

     

    I plucked a few lines you wrote on the "Referencing" thread regarding professions & starting with gear... That worked perfectly!

    I hope to get up to speed on this soon... I really like where all this is going.

     

    Thanks again Fenris_Wolf

  2. 20 hours ago, Fenris_Wolf said:

    It shouldn't make them appear empty, though for now make sure there's at least 1 weapon that's set to isPolice = ORGM.RARE (a bug i need to fix).  But just editing some of them to common really wouldn't result in nothing spawning.

    If your using the latest version uploaded here, (not the current steam version) you could try editing the ORGMCore.lua (or optionally using the custom server settings patch mod example, it will work in SP just fine) and change the new PoliceStorageSpawnModifier setting to a higher value, though that will effect everything spawning in the police storage.

    If all else fails, set the LogLevel to ORGM.DEBUG (or 3, if your directly editing the ORGMCore.lua) and check the console, it will show whats items its rolling on the the to spawn tables at the % chance its going to spawn.

     

    So I tried adding :

    isPolice = ORGM.COMMON

    to the Mini14 entry in mods/ORGM/media/lua/shared/4datafiles/ORGMData_Weapons.lua

     

    And sure enough, when I get to a Police station, many of the containers have nothing but radios in them... where prior to the change, they'd be stuffed with gear... I'm just trying to allow certain things to spawn in armories that are common where I live...

     

    I also notice a red box popping up in the lower Right corner with a number in it, when attempting to play the game with any changes to the ORGMDATA_Weapons.lua file...  This occurs when I look into a container or corpse ??

     

    Secondly,

    I tried to adjust the CHEAT KEY patchmod example to spawn just one or two ORGM items... and I'm not having much luck there...

    Is it possible to adjust the CHEAT KEY example to spawn just a few things into inventory as sort of a starter kit ?

     

    Events.OnKeyPressed.Add(function(key)
        if key ~= 207 then return end
        local inventory = getPlayer():getInventory()
        for name, def in pairs(ORGM.FirearmTable) do
            inventory:AddItem(def.moduleName ..'.'.. name)
        end
        for name, def in pairs(ORGM.MagazineTable) do
            inventory:AddItem(def.moduleName ..'.'.. name)
        end
        for name, def in pairs(ORGM.AmmoTable) do
            inventory:AddItem(def.moduleName ..'.'.. name ..'_Can')
        end
        for name, def in pairs(ORGM.ComponentTable) do
            inventory:AddItem(def.moduleName ..'.'.. name)
        end
        for name, def in pairs(ORGM.RepairKitTable) do
            inventory:AddItem(def.moduleName ..'.'.. name)
        end
    end)

     

     

    Any help would be greatly appreciated!!

     

     

     

     

     

     

     

  3. On 3/8/2018 at 9:17 AM, Fenris_Wolf said:

    v3.02-stable is now up.

     

    * Fixed bug adding repair kit items to NecroForge (introduced 3.00)

    * Spawn rates now use a float value instead of integer, values of less then 1% are now possible

    * Adding spawn multiplier settings for specific containers/locations:
        CorpseSpawnModifier
        CivilianBuildingSpawnModifier
        PoliceStorageSpawnModifier
        GunStoreSpawnModifier
        StorageUnitSpawnModifier
        GarageSpawnModifier
        HuntingSpawnModifier

    * Updated Custom Server Settings patch mod example to reflect new settings
     

    credit to @JackMods for reminding me to do push these long overdue changes ;)

     

    If I wanted to make certain weapons less rare, or appear in Police stations in my Solo playthru, how would I do that using these spawn modifiers ?

     

    I tried adding "isPolice = ORGM.COMMON,

    in the ORGMData_Weapons.lua, for a couple weapons and it resulted in many of the containers being empty (or just containing radios and such)

     

    Sorry, I'm not very familiar with modding, but would love to see a few things appear more often in game....

     

  4. Makes perfect sense... A realistic mod, for a realistic survival simulator... Wouldn't be nearly as interested in this project if it were any less.... I say keep doin what your doin.

     

    Regarding the controller trigger not continuing if held down... I must have tried 50 different Steam controller settings, and the only one that remotely worked was using the Turbo feature... Unfortunately, this does not work too well for driving since the trigger is the gas pedal...  (Won't come out of Neutral)

     

    So for the time being, i'll just use the Auto settings and enjoy the faster reset rate with a semi auto trigger...  It's just so odd that with all those settings nothing seemed to work for both Full auto and Driving...  I wonder if anyone else is having this issue with the Vehicle Build...

  5. 1 minute ago, Fenris_Wolf said:

    Not the issue, but that is problematic for this mod none the less. If that is by design intention on the dev's behalf, I may have to figure out a clever work around. Thanks for the heads-up.

     

    Glad to help... i'll keep messing with it

     

    Man, im late for work.... I hope my boss understands that PZ w/ORGM is just more important... LOL

  6. 3 minutes ago, Fenris_Wolf said:

    Does it do the same with the vanilla weapons like as swinging a bat or firing the pistol?

     

    So it does indeed... Tried a butter knife

     

    Mouse : Continuous stabbing on button hold

    Controller : One press one stab regardless of holding the button.

     

    So ORGM is not the issue at all !!  that's good to know

  7. Ahhh I see...   just tried it w/mouse, and yes... semi fires continuously (just slower)

     

    So the controller button just fails to hold or is activated backwards... or is getting missed by some code when it is being held... I think I've tried all possible controller settings with no good results, and i'll keep messing with it after work today...

     

    Thank you for the fast reply!

  8. So im using a PS3 controller to play PZ, and just now tried the select-fire modes on a FN P90... For some reason, it does not like the button on the controller and does not work in Full Auto mode.. It works with the mouse button, but not with the controller button. To be clear, it just fires once per trigger press on Full Auto (using controller)

     

    I tried messing with STEAM's button mapping settings with no success. Tried different properties for the analog trigger in STEAM's controller configuration telling it when to activate (On start, On release, Normal press).... This also did not solve the issue.

     

    Anyone else run into problems switching to Full Auto while playing with a Game Controller instead of KB/mouse ?

     

     

    Oh.... just noticed a few posts above...

    Patch mod example to remove shell ejection... how does this work ?

    Don't get me wrong, I absolutely LOVE the idea and reload IRL, but it's abit much on the screen as it stands...

     

    I was actually thinking about this the other day after telling a co-worker about this mod... Every time I go to collect my spent brass (IRL) I get about 80-90% because inevitably, a few pieces get stepped on or buried... This is under pretty clean range conditions. Now if I were on the move while shooting, forget it...  I'll get maybe 30-40% of my brass back if that...

     

    So how about rather than leaving every single piece of spent brass on the screen on the form of a large graphic, there is less bulky graphic (like blood splatter) which you sort of "farm" back a percentage from. The result could be affected by traits, etc...  and it would take up less system resources and clean up the play area while maintaining the ability to retrieve brass to reload in a more realistic way...  Then allow the "brass splatter" to expire (decay) after a day or two, to keep things nice & clean for us OCD type players, who absolutely have to pick everything up...      :)

     

    TL/DR version : In short, brass is hard to see...  so maybe it shouldn't be displayed quite so prominently... But it is absolutely is a SUPER AWESOME aspect of this mod.... which is just abit visually overwhelming as it stands currently...

  9. On 1/25/2018 at 9:56 AM, Fenris_Wolf said:

    There is plans for adding alot more and various new calibers, the exact list hasn't been decided on yet.  Its low priority for now there's still soooo many other areas of the mod that can still be improved on...I'm even holding off adding some of my personal favorites at this point.  The M1 should defiantly be considered though given its history and the number produced.

     

    Great work Fenris_Wolf... Just tried ORGM today with the Vehicle build, and so far so good....

     

    Can't wait to see what you have in store, and I'm glad the M1-30 will be included... I'd love to see a 9mm CZ-75b, and 9mm CZ-75 SP01, as these are my two favorite handguns. I can't imagine playing PZ without this MOD now!!!!

     

    I'm thrilled to see your above post... and can't wait to see your work.

     

    Thanks!

  10. First off, let me say i'm so excited about this game... Its just the best... I've been waiting for a game like this FOREVER!!! The realistic detail has no rival imo... Hat's off to the developers for all the technically accurate aspects. I can't say enough about that, but ill try to stop to add to the thread...

     

    I agree with Laramsche about the vehicle cargo capacity. I doesn't make sense that the 4dr SUV has way more total capacity than the truck or big box truck. I know you guys will fix that, because it's what you do so well. I drive a Toyota FJ irl, and the cargo room sucks!!! For the role play aspect, I'm gonna use the SUV in the game, and it would be great if we had to deal with the challenges of its limitations in comparison to other vehicles better suited for cargo....  I hope that makes sense.

     

    I don't wanna get all crazy, because this game has so exceeded all my expectations... but I'd imagine ROOF RACKS would score huge points with the 4x4 crowd...  OMG... gas cans on the roof rack would be so awesome...  I guess that's my suggestion.

     

    Thanks again, and keep up the Truly Outstanding work...

     

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