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Planet Algol

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Everything posted by Planet Algol

  1. 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.
  2. 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.
  3. There's a saying, "Pray, but keep rowing for shore"
  4. 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.
  5. This would be absolutely superb for tracking down where other players have hidden in bases for PVP/raiding.
  6. 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.
  7. 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.
  8. 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.
  9. ie some drop of drop down interface that allows me to save and load sets of mod configurations.
  10. 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:
  11. 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, }
  12. White eyeshadow is causing game crashes for me.
  13. recipe Dismantle Flashlight { destroy Torch, keep Screwdriver, Result:ElectronicsScrap, Time:30.0, OnTest:TorchBatteryInsert_TestIsValid, OnGiveXP:DismantleElectronics_OnGiveXP, OnCreate:TorchDismantle_OnCreate, Category:Electrical, AnimNode:Disassemble, Prop1:Screwdriver, Prop2:CDplayer, }
  14. Well, this one is kinda hard to replicated without mods But when kill() is used on zombies, their clothes are removed. Here's an example pic, using the Blindcoder's Gravity mod (patched); it uses the kill function on zombies in it's AOE
  15. Thanks for the shout-out Lemmy! Was really wild seeing that in the notes, although I kinda feel bad that Filibuster did the real work with making the models that I used.
  16. The F key turns flashlights on and off. Use headphones or earbuds if you want to use a radio quietly.
  17. 41.30, no mods Having a running car inside a building causes damage to the character, similar to a generator running inside. However, after the car engine is turned off, the damage effect inside the building still persists. Leaving and returning to the cell does not end the effect. But quitting and reloading does.
  18. I don't know if this is the case in your instance, but, in the java code for PZ, sleeping events/nightmares have a chance of spawning zombies close to you. Maybe that's what happened?
  19. Have you tried playing with the sandbox setting? If you adjust stuff like zombie toughness and speed you may be able to dial in something that suits your preferred playing style?
  20. Naw, there's an issue with the amount of memory allocated for vehicles in the database that causes this. All one can do for now is try to avoid storing too many individual items (ie tons of small items) in a vehicle.
  21. Ah, shit, sorry, didn't realize you were the author. My speculation is that it could have to do with the right-clock context menu?
  22. Honestly, I don't have any problems with melee in b41? Sure, it's less forgiving, but as long as I pick my fights and don;t make sloppy mistakes, I'm not having issues. Relearning how to do something after significant changes is always challenging however.
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