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Planet Algol

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  1. Strong agree re reducing the capacity of them to 2, and reducing their weight. In testing for my own stuff I found that a realistic-ish-feeling little kit that seemed like it would fit in a fanny pack could be put in a 2 capacity one. Probably disappointing for people that enjoy min maxing/powergaming though.
  2. I haven't reported this, because I've found this when working on modding, but reloading is damn weird right now. With some reload action types, say shotgun, it seems to get randomly locked into the beginning of the reload process. And when reloading the game seems to read the mouse location as a aiming location, when you aren't aiming, and the screen center jumps to the mouse pointer location, which is jarring when reloading from inventory or hotbar.
  3. I will say about this that, despite some devs recently confirming that they aren't being worked on, that a lot of people are convinced that underground levels are a confirmed forthcoming features. Really, that could be on people for not being more critical about what they hear and see to a large degree, but there seems to be a lot of misinformation about this going around.
  4. There's a saying, "Pray, but keep rowing for shore"
  5. Not that answer that you want, but that is absolutely mod-able.. That's how I have the vehicle gun racks mod I made working.
  6. This would be absolutely superb for tracking down where other players have hidden in bases for PVP/raiding.
  7. Since we have blood textures being applied to the models, it would be neat if soot textures were applied to clothing and skin when a player/zed has been burned.
  8. Ah, pretty much as it says in the title. When using pipebomb, moltovs, etc vs zeds, and I used the OnWeaponTypeHitCharacter event in combination with getType() on the weapon, I get "Axe", whereas it returns the proper weapon type when using melee/guns. Sorry, I know this is really niche for a bug report.
  9. The idea being that if either the water is still running, or that a shower is attached to a rain barrel, that one could, if undressed, use a shower to wash themselves faster than by using a sink or water from their inventory.
  10. ie some drop of drop down interface that allows me to save and load sets of mod configurations.
  11. No mods. - some of the bags, such as schoolbags and alicebags, for the scripts for the L & R-hand items, still have AttachmentReplacement = Bag, in their script blocks - BloodLocation = Bag, is also inconsistent across bag in back/bag in hand scripts - ALICEpacks, when equipped in the Primary hand, render ingame as so:
  12. From clothing_bags.txt: item Bag_Schoolbag_LHand { WeightReduction = 60, Weight = 1, Type = Container, Capacity = 15, DisplayName = R School Bag, IconsForTexture = Backpack_Black;Backpack_Blue;Backpack_Spiffo, CanBeEquipped = Back, OpenSound = OpenBag, CloseSound = CloseBag, PutInSound = PutItemInBag, ClothingItem = Bag_SchoolBag_LHand, BodyLocation = LeftHand, RunSpeedModifier = 0.97, AttachmentReplacement = Bag, primaryAnimMask = holdingbagright, secondaryAnimMask = holdingbagleft, ReplaceWhenUnequip = Bag_Schoolbag, StaticModel = SchoolBag, }
  13. White eyeshadow is causing game crashes for me.
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