Mods are now organized as resources. Use the Mods link above to browse for or submit a mod, tool, or prefab.
The TFP Official Modding Forum Policy establishes the rules and guidelines for mod creators and mod users.
I doubt that will happen anytime soon, that is much more complicated than what we have working now.now its time for simple gun shooting from other vehicles xD
anyway, good work
Could a tank be in the works down the line?I doubt that will happen anytime soon, that is much more complicated than what we have working now.
Switching ammo is not possible currently.Love the APC and Apache great models and feel great to drive and Fly thanks.
Could you add a missile option that doesn't do block damage like the the rocket launcher that just kills Zombies and Animals ETC?
Cheers
Switching ammo is not possible currently.
Look at your log. Will likely help you narrow it down faster than launching the game dozens of times.Arrrgh....I got this and the apache to work awesome in single player. Still struggling with Server/Client. No errors on startup. I get object reference errors on the client side when we load it with the same pack of mods in our Server. Not looking for help. I'll figure it out this weekend. We've got 80+ mods so it will take a bit of time to determine the conflict. I'll let you know what I find out. I'm going to load a clean Server/client setup and load your mods first and then start adding the others one by one until I find the culprit.
I just released an update today to fix this.I checked my log, but as I am not a true coder, I don't know how to interpret it.
NullReferenceException: Object reference not set to an instance of an object
at IsBloodMoon.IsValid (MinEventParams _params) [0x0001d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at MinEventActionTargetedBase.singleTargetCheck (MinEventParams _tempParams) [0x00029] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at MinEventActionTargetedBase.CanExecute (MinEventTypes _eventType, MinEventParams _params) [0x00047] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0002d] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00010] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at BuffClass.FireEvent (MinEventTypes _eventType, MinEventParams _params) [0x00013] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityBuffs.FireEvent (MinEventTypes _eventType, BuffClass _buffClass, MinEventParams _params) [0x00003] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityBuffs.Update (System.Single _deltaTime) [0x00180] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityAlive.OnUpdateEntity () [0x00019] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityPlayer.OnUpdateEntity () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at EntityPlayerLocal.OnUpdateEntity () [0x00163] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at World.TickEntity (Entity e, System.Single _partialTicks) [0x00127] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at World.TickEntities (System.Single _partialTicks) [0x000ab] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at (wrapper dynamic-method) GameManager.DMD<GameManager::UpdateTick>(GameManager)
at GameManager.gmUpdate () [0x00305] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
at GameManager.Update () [0x00000] in <6a01347f98174dbdb41cb4a4eedf5af7>:0
I figured I'd just start by loading the mods that either have similar effects and then my vehicle mods, hoping that I can determine it that way. I have extensive IT background so my usually method is just starting with the most possible conflicts first and working my way out. Interesting that I have no issues in a single player world - just Server/client setup. I have a spare system that I can do server tests on. The one thing I do appreciate about loading/unloading mods during testing is it gives me extra time to poke through the configs and see how the relationship of the XMLs and how I might refine the settings a bit more. These two mods are just wonderful. I can't wait to get them functioning on our server.
They are compatible together.Thanks for the fix, was hoping both the APC and Apache would be compatible with each other!
When I first installed them together, I was a bit confused as they share the same "core" files and obviously requested overwrite. I assumed they were the same so I just took a shot and overwrote those folders. Of course, I found out they were compatible and could be used together.They are compatible together.
Yes, only need the core files once.When I first installed them together, I was a bit confused as they share the same "core" files and obviously requested overwrite. I assumed they were the same so I just took a shot and overwrote those folders. Of course, I found out they were compatible and could be used together.
Awesome, glad it's working now.Just wanted to report back that we are now using both vehicles in our Server with no errors. Thank you so much for fixing the Object reference error. We have very excited friends furiously building APCs and Apaches to see who can try them out first. This is a vehicle game changer in my opinion. FREAKING AWESOME!