PC V3.0.0 b257 EXP Update

The reload delay seems to be happening when I kill a Zed and hit R to reload the Crossbow - it fails to do so in these instances.

Almost seems like it might be making the reload wait until the death animation is playing.

Can't be sure, but it's quite distracting.

I don't think it's zombie animation. There is a delay before you can reload again even if you shoot the air. I wouldn't say 2 seconds, but it's a noticeable pause, where you're hitting the reload key and nothing happens. I checked in 2.6 and the delay does seem less. I had equivalent agility perks. What I did notice is that the time after the reload before you can pull the trigger seemed longer in 2.6 then in 3. Maybe the delay was moved from the back end to the front. I normally mod crossbows so they auto-reload, just like bows, and with that there is no delay, like there is a delay before it will accept the R reload input.
 
LostBoy is correct. Since the hotfix there is something wrong with reloading the crossbow. You have to spam the button now and it takes extra time for no reason. It is very annoying to use the crossbow now because you just cannot get it to reload in a timely manner.
 
Would it be possible to be able to craft better tiers of the various new tiered mods? Maybe if there was a way to allow you to make tier 1 of the mod (like is current) when you find a schematic the first time, but if you find the schematic again, you could then make tier 2, and so on, up until tier 6.
 
Overall I like the options, I have started making myself custom maps and biome layouts
to take advantage of the different setting changes. Like spawn in waste beginning, on an island.

The one thing that is a constant weird occurrence is, I am playing the dead is dead, config based off
Roland's. When I die and get resurrected, my swing speed has increased and my movement speed also.

It only seems to increase on the first death, but it happens on each new close game and restart.
 
@schwanz9000
name="IsDayNumber"
That is a generic, am I correct?

If possible can you ask if that same code can be allowed to be applied to two more variables or allow Tags to
be used as variable descriptors?

Examples:
name="Is TAG" operation="GTE" valueTYPE="Value name" value="DPS"
name="IsTime" operation="GTE" value="Military time code"

To allow for more detailed and customized conditions. Basically Event conditional controls and switches
like a fuzzy logic if then string of events.
 
Would it be possible to be able to craft better tiers of the various new tiered mods? Maybe if there was a way to allow you to make tier 1 of the mod (like is current) when you find a schematic the first time, but if you find the schematic again, you could then make tier 2, and so on, up until tier 6.
I like the idea that's simultaneously come to me and a few other folks that you could combine two mods into a mod that's one level higher.

That means you can craft up to Q6 as soon as you find the schematic, but the resource costs for making a Q6 from scratch would be horrendous (160 iron/steel, 160 glue, 160 mechanical parts and 320 springs! for most mods) which would provide an excellent resource sink.
 
This is just when it seems more prevalent, I'm not sure of the exact cause.

I miss the auto-reload on the Crossbow as well, not sure why it was removed.


Over the years I've basically developed muscle memory using the Crossbow - fire, hit R, and you're ready to go.
Most of the time it doesn't work anymore, though there do seem to be edge cases where it does function correctly.


I plan on looking into this more today to see if I can nail down what is going on.


EDIT:

BTW - my Archery is at 4/5, so it's pretty high and should be making reload quicker.
 
Last edited:
@schwanz9000

That is a generic, am I correct?

If possible can you ask if that same code can be allowed to be applied to two more variables or allow Tags to
be used as variable descriptors?

Examples:
name="Is TAG" operation="GTE" valueTYPE="Value name" value="DPS"
name="IsTime" operation="GTE" value="Military time code"

To allow for more detailed and customized conditions. Basically Event conditional controls and switches
like a fuzzy logic if then string of events.

Yes. I confirmed that IsDayNumber can be used in other files.

We already have both of those.
It wouldn't make sense to test a tag with an operation like GTE.

Code:
Check to see if the player is holding an item. Can also use the has_all_tags bool to check all tags. ! = NOT.
<requirement name="HoldingItemHasTags" tags="melee"/>
<requirement name="!HoldingItemHasTags" tags="melee"/>

Same as HoldingItemHasTags, but checks the item that the player may not still be holding like a flying arrow
<requirement name="ItemHasTags" tags="melee"/>
<requirement name="!ItemHasTags" tags="melee"/>


<requirement name="TimeOfDay" operation="GTE" value="1230"/>
 
Yes. I confirmed that IsDayNumber can be used in other files.

We already have both of those.
It wouldn't make sense to test a tag with an operation like GTE.
Thank you. When I saw it , it reminded me of the Day* in spawning.xml. I have used it with
the packs to rotate spawn types per day, kind of a circle of life type of thing.

I didn't know if it was exclusive, that is why I asked about the tags. But now that I know,
it is time to start experimenting. That plus Timeofday opens up some more possibilities.

Last question, same subject, Can I use requirement name with Light level, or sound level,
to fine tune reactions, to specific situations?

I experiment with, requirements and circumstances, example: walking on pavement increases
spawn and heat, gravel less, and biome terrain lowers spawn rate. so If I go to a building and
walk on the non terrain blocks, it naturally will raise the spawn level, situationally. Felling trees
calls local zombies, I think it's 4 levels and 4 distances, Zombies can call zombies also.
 
Last question, same subject, Can I use requirement name with Light level, or sound level,
to fine tune reactions, to specific situations?

No. We don't have any "named requirements" setup for those AFAIK.

We don't have anything for sound, but you could try to compare the CVar _lightlevel as a requirement:
Code:
<requirement name="CVarCompare" cvar="_lightlevel" operation="LTE" value="65"/>
 
Back
Top