Currently, we can't change current player model without replacing MaleBody/FemaleBody model files entirely, which affects zombies and other players. It seems intentionally locked down, with no access to the player's isoSprite.modelSlot, but I'm not sure why.
I think if I could get a new IsoSprite with my model as its modelSlot I could use player:setSprite(), but I haven't found a way to make a new sprite with my model to use for that. Attempts to work around lack of access that I've seen include java mods (bad imo) and awkward solutions that use equipped items for new models which causes several weird issues, especially with hair since there is no hair mask. It's definitely a feature in demand as there are several mods using different methods of getting around this issue, that all would benefit from a supported feature.
If there's a reason it's intentionally locked down I'd love to know why, if possible (genuinely!)
also minor side-notes:
- getSpriteManager() requires a string argument but doesn't actually use the argument as far as I can tell, so it just deviates from the norm, which makes the resulting errors from passing no arguments confusing / unexpected.
- Trying to open a reference to the player's spritemanager crashes the debugger, probably just a me issue though haha.
The M16 has trouble targeting downed zombies. There is a delay when you shoot at one that is totally prone (i.e., not trying to get up or crawling). It's also very difficult to get a hit or kill shot on a downed zombie until it's at least starting to get up.
Build is 42.7.0
I'm using a lvl 8 firearms character
I don't use the targeting highlighter
I've mostly leveled using a JS-2000, a 1911, and an M36--none of these weapons have the same bug once you get used to using them
(edited to add version)
Smaller incidental details like weapon weight can have a huge impact on your perception of a character's endurance. Maybe you were using heavier weapons with your female characters and ended up with something lighter for the male character, causing the former to get fatigued faster than the latter? It's hard to analyze without seeing every step of the run.
Personally I do think there should be some sex-based performance differences, where males could have a higher strength and fitness curve but females could have better pain tolerance and infection resistance and there could be a few sex-based bonuses for different skills. I get why they don't want to implement something like that but it wouldn't be bad to have as a sandbox / realism option.