Darkstardragon
New member
unhire em and put em out of their misery....
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Melee NPCs still have a chance of getting crippled but it doesn't effect their attack animations. Ranged has zero chance of getting crippled as it would change thier weapon anims. I think I can work around even that now, but thats a later thing. If you want melee to never get crippled, its just an xml edit now.: <property name="LegCrippleScale" value="0"/>See? I told you there's a problem with cripple walking, I didn't know how to describe it, but I'm glad you found the problem and fixed it, at least partially, because I already had several crippled NPCs walking around, never being able to catch any zombie at all and most zombies were actually faster lol
EDIT: It would be nice as an option - crippled NPCs would require you to heal them or give them splint or something like that, but permanent effect is game breaking.
Really? This must be a new feature or perhaps I haven't tried healing them in a while. I remember trying to heal them, but it didn't work, that was several versions ago. I kinda wish you could inform us about new features, new things we can do with the NPCs every time the new features are available, but I realize that might be time consuming, so I'm glad you find time to inform us at least sometimes.Have you tried applying a splint to the crippled NPC using the right click on them? I know right clicking on them while holding a bandage heals them.
THANK YOU! I just wish more modders were as considerate as you, of how their code "might" break others code....humans no longer extend from zombiemaletemplate, isolating them from other mods that change that base vanilla template.
Hi doughphunghusXyth (and anyone else working on these packs),
Creatures seem like a lot of work to make vs other things, but also seem more "contained" in all the dependencies they need ( in terms of XML modding).
Can you see a need or benefit or good "packs" (for someone) to create other "community" packs similar to these (but not for entities)? If so, any advice/thoughts on how to go about it ("lessons learned" from the creature packs. Most I've seen are around naming conventions). I don't want to have something pop up and then magically there's 7 community packs being maintained independently for a lot of the same stuff. I can imagine making some on github (so there's a core few people approving additions, making updates) and then having people just do pull requests to add stuff.
I feel as though a "items" pack would be useful as it could contain a lot of the basic stuff modders are adding like sugar, nails, screws, other metals, "junk" items, etc. Basically, if you loaded a "0- Basic Items Community pack" you could get to name it 0- so it loads first, and then modders could just focus on making recipes, stat changes, etc. Long ago I though of making some "very complicated electrical recipes" to make stuff, but I kinda got burned out making all the base items/ I know if we had a lot of base "food" items (pickles, salt, vinegar, baking yeast, etc) then people could easily go crazy with recipes for new food items. I could see an items pack needing a "materials" pack to build off of ... maybe...but then that gets complicated
"Blocks" is another, but I'm having a harder time seeing it be as "self contained" as an items pack
THe best way to deal with it may to make all items not be "lootable" and have modders add where to loot them. That way you can add teh pack, and nothing happens unless you add another pack to actually populate/add the items to things... which deals withBecause if there are things you don't like about a package, deleting them can create conflict with other material, you don't think.
Exactly, you are absolutely right, regarding the graphics I think they are in second place, I do not see any sense in improving the graphics and letting much more important things happen.Yeah, I'm trying to think of a good way to envision how to do it. Thoughts so far are:
- It may be difficult to "categorize" every item. Like, is "sugar" a food item or just "an item". It seems like food, but if it was added early it might be categorized under a "generic" or something
Some items like "vinegar" can be used in food, bot have other uses so maybe that's a better example
- I personally the real challenge (with my own modlets) in adding new items was doing/getting graphics. For a few items its not a big deal, but if a bunch of people are contributing new items to a common pack the graphics are going to feel all "not the same style". I feel it would be a lot of work to make them all "similar", artistically, but then again, if people load a lot of random mods its going to look that way anyway. Personally I feel that maybe graphics may not need to be any sort of standard, at least for awhile.
- "junk like" Items (like a gear, or pencil) are almost "stand alone" meaning, they only really have a dependence on anything other than a material, and you likely can use existing in game materials (scrap to steel, wood). Or, maybe they cannot be scrapped. I feel scrapping is going o be difficult without some standard as I wouldn't want to scrap a pencil and get 1 wood pack (its too much wood). So maybe the initial pack "framework" would need to define some "minimal scrap amount" and if an item was smaller than that it either cannot be scrapped, or it scraps to some very small thing that must be pooled to craft a bundle (like scrap 1 earring to get an iron fragment, craft 100 iron fragments to get 1 iron). i realize this could lead to severe "craft and scrap" overkill, but I feel that if some base amounts are not standardized then recipes are going to be really weird if you build on this stuff.
In reference to your quote:
THe best way to deal with it may to make all items not be "lootable" and have modders add where to loot them. That way you can add teh pack, and nothing happens unless you add another pack to actually populate/add the items to things... which deals with
- Looting: I feel that an items pack may not include a loot pack (e.g a "0-Community Items Loot Pack" would be a separate pack? I mean, anything else building on this would be separate) Basically, maybe you load the items pack and no items "exist" to be crafted or found because none of them are lootable. Then modders can choose where they are lootable/craftable. This seems the most logical. This way the "items" pack is basically a "junk" pack (because there are no recipes or looting abilities) then you can load the loot pack just to be able to get all the junk (but nothing to craft with) and then if a modder wants to make a cool loot pack then they say "don't load the default loot pack".
There's a lot of options, which is why it seems almost in reach to do (and I wouldn't mind putting a starter one on Github to see what happens) but then again it almost seems like it will be fraught with "growing pains" and very complicated for modders to actually use (want to use exp. if its wonky or a pain to use).
Yeah every time Xyth, Sphereii or you bump this thread, I have to look, now too, only to find out there's no update, just more off-topic. It's kinda frustrating, but admittedly I am all for the idea of creating more packs of this kind.um, thought this was the creaturepacks thread?
@Darkstardragon: It is - wasn't that covered already?um, thought this was the creaturepacks thread?
@Doughphungus: Additional high quality sounds for creatures sounds WONDERFUL, and I don't think you need to create a separate thread, unless it is non-critter related stuff or you just want to have creative control vs submitting everything to Xyth for approval...I'll make a new thread and post a link here...I really want some more sounds for the Z's so you don't know whats "behind that door" when you hear something...
Thanks! If someone wants to "keep it up" or there's a process to migrate it into the Creature Packs, I don't mind doing what I can. I don't know who originally "Doughphungus, really admire your work on v2.0.0 of StompyNZ's Bad Company mod..
Yeah, I'm sorryum, thought this was the creaturepacks thread?
I believe you may be right. I put a lot of thought into it today and I think its more work than I'm going to be able to handle.I don't think you need to create a separate thread, unless it is audio clips for non-critters or you just want to have creative control vs submitting everything to Xyth for approval...