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elislavkat

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Posts posted by elislavkat

  1. So, when you block way by car- zombies do not destroy car doors and dont came through to kill player- they just stay at the place- i can't not use this exploit, but this made bases indestructible,  and you can sleep in any place and time just be blocked by car, or sit on the seat side car which blocked by wall.

     

    also suggestions:

    * the short jeans protect as good as full length but dint deal run penalty. 

    * pullover( sweater) with decollete protect neck as good as without decollete. 

    * maybe add damage by feet (stomp) when you wear hard boots (army boots) ? 

    *add decrease food weight when it half eaten

    *add possibility put on bags right from the ground by right-click

  2. It sounds better then "hammer" How you can extract nails with only hammer? Not all cases could be resolved by hammer- but crowbar looks more universal for disassemble.

     

    **

    and why thief can start vehicle without tool? maybe knife or scredriver

  3. On 10/11/2020 at 5:04 PM, Diilicious said:

    ive only experienced this once so it might be a fluke, but i was driving a car with 90% fuel and i got a chilly moodle, so i turned on the heater while driving, i glanced at the fuel gage about 30 seconds later and i had what looked to be 20% and an orange fuel light was on. made me pretty mad as fuel seems quite hard to get in apocalypse.

    парень, правильно было бы написать "almost all fuel"

  4. I think you know about this problem,  why the sand soil and brown 
     soil are burn and spread the fire ? Totaly why the campfire loocked surrounded by rocks can light up the grass? Green grass. Also concrete on roofs and e.t.c . Every time i start campfire i ruine my savefile. thanks.. pls, fix.

    Players, reply if this problem are important too.

     

    Okay, now i checked- campfire is no ignite soil around, but i text this after then i ignite zombies corpse. This thing still ignite soil.

  5. 1 hour ago, Pandorea said:

    Just to be sure: you mean MSR700 and MSR788? Varmint and Hunting rifles are no longer even in game...

    they script value name still

    is it
     item VarmintRifle
    item HuntingRifle

  6. On 2/23/2020 at 3:48 AM, EnigmaGrey said:

    Noted.


    Please don’t include a lecture in future bug reports.

    on is the ability to create mods without redefining the whole subject anew, but only redefining one (or how many) variables. For example, I change the capacity of the rifle store (3 rounds, is that a mistake?) And I need to create a new method in which to redefine all variables, and when you update the game by changing the rifle, my mod makes it worse, because did not have a definition for "belt attachment". I am writing with a translator, I apologize if the text has a lot of mess.

  7. 11 hours ago, Axezombie said:

    I'm not talking about when they're on the ground, I'm talking about standing zombies, and I'm pretty sure having the cursor on zombies does nothing (except making sure you're facing the right direction) but I'll try again.

     

    15 hours ago, EnigmaGrey said:

    You’ve been too quick to blame the game alone for your mistakes and unwillingness to learn over the past few months.

     

    What you described is more or less how it works, anyway. You attack the zombie on the ground when you face it (when the isometric cursor is on it) except when the speed of an approaching zombie is too fast for you to successfully make the hit, then you attack the charging zombie instead. Head shots already matter when they’re on the ground and stomping their legs already makes it more likely a crawler will result.

     

    Take it out of the bug report section.

    yes, the isometric cursor doesn’t really feel like something that shows where my character will hit. There is always some kind of displacement (different for all weapons and not calculable) that needs to be taken into account, and even if you stomp a zombie directly on the head, you need to stomp a little to the side to kill it. The isometric cursor does not help but rather confuses.

  8.  item BaseballBat
        {
            MaxRange    =    1.4,

    at the same time

     

     item HandAxe
        {
            MaxRange    =    1.4,

     

    and there are many more such examples. Almost all weapons feel longer than their model and hurt when hit literally empty.

    Because of this, fighting with zombies becomes either difficult (it is not clear where the optimal strike distance is) or easy, because allows you to keep zombies at a distance, although your usual weapons do not deserve it.

    I already asked to make different control keys for the upper and lower blow, for different interactions with windows, etc.

    The worst thing that can be with a game is when it does not act as you expect. (You want to hit a standing zombie, and you hit the ground, bend over and bite you.) It is very easy to die in the game because the character does not obey you, or does not obey the laws set by the developers.

    I'm not talking about the balance of the weight of objects - to hell with it,

    but please select a person who will deal with the balance, he does not need to be a programmer, because this is done so easily.
    Truly yours, fan.

  9. When you fight with several zombies, one or two standing and one creeping, you will most likely hit a non-dangerous lying and you will be bitten by a faster standing zombie. I quit the game several times because of this - I'm not imprudent, the game decides for me what I want to do. Finally, make different buttons for different hits, and different buttons for interacting with the WINDOW, for example! A character costs a couple of VERY IMPORTANT seconds before climbing. Change "hold E" to another key, give us a choice, please!

  10. 23 hours ago, Maris said:

    I made some playtests.
    Just wanted to say that all is fine so far.

     

    It would be easier for me to find bugs if I knew the formula for calculating heat and other formulas in new mechanics (sewing, sweating etc).

    try debug mode

     

  11. On 11/9/2019 at 4:52 AM, Cory said:

    Yes the full script would be something like..

     

    module Base
    {

     

         /***********Normal*************

    item Eraser
        {
            Weight    =    0.05,    <-- change  0.05 to another amount.  eg  0.01
            Type    =    Normal,
            DisplayName    =    Eraser,
            Icon    =    Eraser,
        }

     

    }

     

    no this doesn't work - you need to determine all values again.

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