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Posts
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Everything posted by elislavkat
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Devs, annoying bug : no mags, no attachments for pistols, no attachments attached to founded weapons..
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Find my fix at the same title as your
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Yes!, PLEASE FIX IT, DEVS! PEOPLE dies
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loot tables in this build are weird
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yeah, found same issue, but don't gave it attention
- 1 reply
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- first aid
- lacerations
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(and 1 more)
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Use my fix - it attached to anower similar post)
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It happens with all weapons near fences, or windows - hit stopping zombie climbing animations, so game thinking they not in prone mode, until animation is over. This must be like this - as soon as zombie start climbing over thr fence or window - he already must be in prone mode, and if we abort their animation with hit - he falls on the ground. Sorry for not perfect EN.
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Yeah, looks stupid and annoying!
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Same things with all actions - character always going somethere. I'm using "take all" btn. As I remember, with drag and drop items to inv - character stayed on place, maybe it was just a random
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This area is missing a gate, making it perfectly safe
elislavkat replied to ZombiesLoveBrainiacs's topic in Bug Reports
Even if this fence could have a hole, you can block it with vehicle. So I'm begging Devs, teach zombies going through vehicle and break it for this. You block way by vehicle and you in safe in 100% -
Club hammer does not count as hammer for carpentry
elislavkat replied to Mork's topic in Bug Reports
I think this is good suggestion to fix, I'm agree with this line of mind. -
build 41.18 every hit on zmbie freeze the game
elislavkat replied to elislavkat's topic in Bug Reports
late. im died becouse of freeze and im deleted saveworld ) in new world it seem okay -
B41.18 Weapons that are unable to be attached to belt
elislavkat replied to Kalista's topic in Bug Reports
i think dumbbell do not should . before dev's fix it, you can use my fixmod: SmallFixfromDoctorWho.zip you can look that im changem before install this. and can use another my fix - i playing with it https://steamcommunity.com/sharedfiles/filedetails/?id=1892974596 module Base { imports { Base } item RedPen { MaxRange = 0.9, WeaponSprite = Pen, MinAngle = 0, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised, ConditionLowerChanceOneIn = 1, Weight = 0.05,, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Stab, AimingMod = 0.8, ConditionMax = 2, MaxHitCount = 1, IsAimedHandWeapon = TRUE, DoorDamage = 0, SwingAnim = Stab, DisplayName = Red Pen, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = Pen, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, BreakSound = BreakMetalItem, TreeDamage = 0, EnduranceMod = 0.5, ColorRed = 220, ColorGreen = 10, ColorBlue = 10, CriticalChance = 0, MinDamage = 0.1, MaxDamage = 0.1, WeaponLength = 0.15, } item BluePen { MaxRange = 0.9, WeaponSprite = Pen, MinAngle = 0, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised, ConditionLowerChanceOneIn = 1, Weight = 0.05,, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Stab, AimingMod = 0.8, ConditionMax = 2, MaxHitCount = 1, IsAimedHandWeapon = TRUE, DoorDamage = 0, SwingAnim = Stab, DisplayName = Blue Pen, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = Pen, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, BreakSound = BreakMetalItem, TreeDamage = 0, EnduranceMod = 0.5, ColorRed = 50, ColorGreen = 50, ColorBlue = 210, CriticalChance = 0, MinDamage = 0.1, MaxDamage = 0.1, WeaponLength = 0.15, } item Pen { MaxRange = 0.9, WeaponSprite = Pen, MinAngle = 0, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised, ConditionLowerChanceOneIn = 1, Weight = 0.05,, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Stab, AimingMod = 0.8, ConditionMax = 2, MaxHitCount = 1, IsAimedHandWeapon = TRUE, DoorDamage = 0, SwingAnim = Stab, DisplayName = Pen, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = Pen, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, BreakSound = BreakMetalItem, TreeDamage = 0, EnduranceMod = 0.5, CriticalChance = 0, MinDamage = 0.1, MaxDamage = 0.1, WeaponLength = 0.15, } item Pencil { MaxRange = 0.9, WeaponSprite = Pencil, MinAngle = 0, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised, ConditionLowerChanceOneIn = 1, Weight = 0.05,, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Stab, AimingMod = 0.8, ConditionMax = 1, MaxHitCount = 1, IsAimedHandWeapon = TRUE, DoorDamage = 0, SwingAnim = Stab, DisplayName = Pencil, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = Pencil, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, BreakSound = BreakMetalItem, TreeDamage = 0, EnduranceMod = 0.5, CriticalChance = 0, MinDamage = 0.1, MaxDamage = 0.1, WeaponLength = 0.15, } item Eraser { Weight = 0.05, Type = Normal, DisplayName = Eraser, Icon = Eraser, } item MeatCleaver { MaxRange = 1.1, WeaponSprite = MeatCleaver, MinAngle = 0.65, Type = Weapon, MinimumSwingTime = 4, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = SmallBlade, ConditionLowerChanceOneIn = 15, Weight = 1, SplatNumber = 3, PushBackMod = 0.3, SubCategory = Swinging, ConditionMax = 10, MaxHitCount = 2, DoorDamage = 20, SwingAnim = Bat, DisplayName = Meat Cleaver, MinRange = 0.61, SwingTime = 4, KnockdownMod = 2, SplatBloodOnNoDeath = FALSE, Icon = Cleaver, BreakSound = BreakWoodItem, TreeDamage = 15, CriticalChance = 15, CritDmgMultiplier = 5, MinDamage = 0.4, MaxDamage = 0.8, BaseSpeed = 1.2, WeaponLength = 0.2, DamageCategory = Slash, DamageMakeHole = TRUE, AttachmentType =Screwdriver, } item LeadPipe { MaxRange = 1.7, WeaponSprite = LeadPipe, MinAngle = 0.65, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised;SmallBlunt, ConditionLowerChanceOneIn = 20, Weight = 1.5, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Swinging, ConditionMax = 15, MaxHitCount = 2, DoorDamage = 1, SwingAnim = Bat, DisplayName = Lead Pipe, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = Pipe, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, BreakSound = BreakMetalItem, TreeDamage = 0, CriticalChance = 30, CritDmgMultiplier = 2, MinDamage = 0.7, MaxDamage = 1.2, BaseSpeed = 0.93, WeaponLength = 0.35, AttachmentType =Hammer, } item MetalBar { MaxRange = 1.7, WeaponSprite = LeadPipe, MinAngle = 0.65, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised;SmallBlunt, ConditionLowerChanceOneIn = 15, Weight = 1.5, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Swinging, ConditionMax = 8, MaxHitCount = 2, DoorDamage = 1, SwingAnim = Bat, DisplayName = Metal Bar, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = MetalBar, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, BreakSound = BreakMetalItem, TreeDamage = 0, CriticalChance = 30, CritDmgMultiplier = 2, MinDamage = 0.7, MaxDamage = 1.1, BaseSpeed = 0.95, WeaponLength = 0.35, AttachmentType =Hammer, } item MetalPipe { MaxRange = 1.7, WeaponSprite = LeadPipe, MinAngle = 0.65, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised;SmallBlunt, ConditionLowerChanceOneIn = 15, Weight = 1.5, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Swinging, ConditionMax = 8, MaxHitCount = 2, DoorDamage = 1, SwingAnim = Bat, DisplayName = Metal Pipe, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = MetalTube, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, BreakSound = BreakMetalItem, TreeDamage = 0, CriticalChance = 30, CritDmgMultiplier = 2, MinDamage = 0.6, MaxDamage = 1, BaseSpeed = 0.95, WeaponLength = 0.35, AttachmentType =Screwdriver, } item RollingPin { MaxRange = 1, WeaponSprite = RollingPin, MinAngle = 0, Type = Weapon, MinimumSwingTime = 3, SwingAmountBeforeImpact = 0.02, Categories = SmallBlunt, Weight = 1.5, ConditionLowerChanceOneIn = 14, PushBackMod = 0.5, SubCategory = Swinging, ConditionMax = 8, MaxHitCount = 1, DoorDamage = 5, IdleAnim = Idle_Weapon2, SwingAnim = Bat, CriticalChance = 50, CritDmgMultiplier = 2, DisplayName = Rolling Pin, MinRange = 0.61, SwingTime = 3, HitAngleMod = -30, KnockdownMod = 0, Icon = RollingPin, RunAnim = Run_Weapon2, TreeDamage = 0, EnduranceMod = 1.4, CriticalChance = 15, CritDmgMultiplier = 2, MinDamage = 0.2, MaxDamage = 0.5, BaseSpeed = 1.2, WeaponLength = 0.28, AttachmentType = Screwdriver, } item PickAxeHandleSpiked { MaxRange = 1.3, WeaponSprite = PickAxeHandleSpiked, MinAngle = 0.65, Type = Weapon, MinimumSwingTime = 4, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised;SmallBlunt, ConditionLowerChanceOneIn = 2, Weight = 3, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Swinging, ConditionMax = 4, MaxHitCount = 2, DoorDamage = 5, SwingAnim = Bat, DisplayName = Spiked PickAxe Handle, MinRange = 0.61, SwingTime = 4, KnockdownMod = 2, SplatBloodOnNoDeath = FALSE, Icon = Pickaxe_Nails, BreakSound = BreakWoodItem, TreeDamage = 0, CriticalChance = 10, CritDmgMultiplier = 5, MinDamage = 0.7, MaxDamage = 1, BaseSpeed = 1, DamageCategory = Slash, DamageMakeHole = TRUE, AttachmentType = BigWeapon, } item Needle { Weight = 0.01, Type = Normal, DisplayName = Needle, Icon = Needle, MetalValue = 2, } } -
same happens with me. reloading helps
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in 32 days pass, i start to notice - alot of freeze and every hit to zombie are freeze the game. logs.zip console.zip
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So, title is complete information.
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now we can make wooden stakes, pls add wooden stakes to tent receipe ass why we can't clean dirty rags in river or another water sources ? Now it only bottles. players, add your suggestions
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iwbms When your weapon stuck at zero ammo you can't unstack it
elislavkat replied to elislavkat's topic in Bug Reports
problem in code i think: unstack happens only when count on ammo became lower, but with zero it can't be. need to unstack only by key (for example x)