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(A20) Server Side Vehicles

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Thanks again, I do try and search before asking questions....thats great

I'd seen the autobot but couldnt find much info, could look into the code I guess (#notacoder)

The mod I was specifically trying to find is the extend party to 8 one which isn't in that repo I dont think?

Ill check the weapons one you have there thanks, if you like weapons then checkout one we came up with 



 
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All the mods are written up in this forum somewhere but the Search function has its limitations.

These are the most popular two server side only ones. The Weapons and the Zombies.

Weapons Expansion

https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17





Snufkin Zombies PLUS

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02





And one more server side only version which allows players to craft ammo and resources using 'mining' tools.

https://github.com/arramus/AutoBots-A20-2021Dec12

https://community.7daystodie.com/topic/26109-a20-autobots-automated-mining-and-ammunition-making-bots-revisited/
Installed and tested working perfectly!  Sharks abit much for me but the rest are class thanks for updating this to A20 its brill! 

If you get chance to check on the extended party or let me know how to mod the party size then I'll get onto that next thanks

 
Installed and tested working perfectly!  Sharks abit much for me but the rest are class thanks for updating this to A20 its brill! 

If you get chance to check on the extended party or let me know how to mod the party size then I'll get onto that next thanks
The extended party mod is for allowing more than 6 players to join a party group at the same time right? That's not a mod I have been involved with.

There is a section in the "...\Data\Config\XUi\controls.xml" which appears to govern party size.

The file mentions party_entry and companion_entry. It is possible the extended party mod made edits to increase the visible depth/size to add more players.

There is a section in the forum that is specifically for making mod requests if this mod no longer exists or is difficult to track down. I had last seen it used in a server in A19 so it's out there somewhere.

 
Installed and tested working perfectly!  Sharks abit much for me but the rest are class thanks for updating this to A20 its brill! 

If you get chance to check on the extended party or let me know how to mod the party size then I'll get onto that next thanks
@DEMMERS

I sent a message to my bud @Evilspartan who used an 8 player party mod on their community server for A19 to see if a copy is still around that we can update, if needed. We'll see.

 
Don't suppose there were any updates regarding this one by any chance?
The last response was Evilspartan would check a back catalogue of Mods in the archives and let us know if it gets tracked down.

 
Amazing mod! Thank you for your hard work, the infernal transport looks incredible, and with the effects of setting fire to zombies, it becomes even cooler!  :flame:
Now it becomes interesting to me, do you think it is possible to divide some additions into modifications for transport in order to change them if desired?

 
do you think it is possible to divide some additions into modifications for transport in order to change them if desired?
There is always more room for additions and modifications to existing vehicles that can be done privately or potentially added to the whole mod release.

 
Adding a couple of updates to the (A20) Server Side Vehicles:

- Spider Bike

This is the mini bike with cosmetic upgrades and a Knock Down buff that will cause a little entity damage.

The bike is faster than the mini bike and has a larger fuel and storage capacity with the same level of fuel efficiency.

It is an intermediate step between mini bike and motorcycle/Hell bike.

20220706220813_1.jpg

The Knock Down buff is simple to use. Ride into an entity and perform a little hop for effect if you so desire.

20220706214924_1.jpg

Down they tumble.

20220706214926_1.jpg

This is a defensive weapon with very little damage. It will give you time to get away.

- Whirligig

The Whirligig has a small cosmetic update to give context to its faster flying speed and capacity.

The new small quest generator has been attached to the engine mount in a position that allows the propeller to look like it is attached.

20220706220759_1.jpg

 
https://github.com/arramus/A20_ServerSideVehicles_2022Sept16

Pushed an update for the Motorcycles/Minibike to balance the following:

- At 'high' speed the Motorcycles would cause speed wobbles and tilting. This has been removed as far as tests could show.

- Landing jumps could cause the motorcycles to slow down and rear up on their front wheel. This is much less frequent.

The end result is smoother jumps and a greater ability to slide/drift corners. I am out of practice with pushing these vehicles but could mostly keep it together and the improvement in handling was welcome. For players who prefer the older style, the file will remain on Github in storage but those speed wobbles... ^^




 
3 hours ago, arramus said:

https://github.com/arramus/A20_ServerSideVehicles_2022Sept16

Pushed an update for the Motorcycles/Minibike to balance the following:

- At 'high' speed the Motorcycles would cause speed wobbles and tilting. This has been removed as far as tests could show.

- Landing jumps could cause the motorcycles to slow down and rear up on their front wheel. This is much less frequent.

The end result is smoother jumps and a greater ability to slide/drift corners. I am out of practice with pushing these vehicles but could mostly keep it together and the improvement in handling was welcome. For players who prefer the older style, the file will remain on Github in storage but those speed wobbles... ^^

Brilliant, were launching Season 2 end of the month too so brilliant timing! :)  

I've just finished with reviewing all the Snufkin weapons and things also, need to boost the melee weapons abit but the ranged ones look pretty good so far, some edits to do to bring into line but overall very nice thanks for keeping these alive!!

 
At present, two people can be on the blimp. The pilot at the front and the passenger tucked just behind them.

It can be more. For convenience, this is best done with a group of people so you can test how it looks.

Instructions to add more passenger:

1. Go to the Config/vehicles.xml file.

2. Search for vehicleSharkBlimp.

3. Scroll down to this area for the vehicleSharkBlimp. seat0 is for the 'pilot' and seat1 is for the passenger.

<property class="seat0">
<property name="position" value="0, .7, -0.15"/>
<property name="rotation" value="-25, 0, 0"/>
<property name="exit" value="-2,0,0 ~ 2,0,0 ~ 0,0,-4 ~ 0,0,4 ~ 0,3,0"/>
</property>

<property class="seat1">
<property name="position" value="0, 0.6, -0.7"/>
<property name="rotation" value="-15, 0, 0"/>
<property name="exit" value="-.9,0,0 ~ .9,0,0 ~ 0,0,-1.5 ~ 0,0,1.6 ~ 0,1.5,0"/>
</property>




4. To add 2 additional seats behind the passenger, try adding this extra xml code below seat1. This will add the new seats and change the position value so players may sit in a line and look appropriate.
This changes the position value in two ways. The distance up from the center of the blimp (moving up) and the distance from the center of the blimp (moving back).

In seat0 it is .7 and -0.15 for up and away from the center.

In seat1 it is 0.6 and -0.7.

seat1 is moved 0.1 down from .7 to 0.6 (using 0 before the decimal point is optional and no worries about the discrepancy).

seat 1 is moved .55 back from -0.15 to -0.7.
If we use this 0.1 and .55 difference in position between we see in seat 0 and seat1, we can match that pattern for a new seat2 and seat3.

The shark is not quite totally flat with a slight downward slope to the end of the tail and these numbers may need further tweaking.

        <property class="seat2">
            <property name="position" value="0, .5, -1.25"/>
            <property name="rotation" value="-25, 0, 0"/>
            <property name="exit" value="-2,0,0 ~ 2,0,0 ~ 0,0,-4 ~ 0,0,4 ~ 0,3,0"/>
        </property>
        
         <property class="seat3">
            <property name="position" value="0, 0.4, -1.8"/>
            <property name="rotation" value="-15, 0, 0"/>
            <property name="exit" value="-.9,0,0 ~ .9,0,0 ~ 0,0,-1.5 ~ 0,0,1.6 ~ 0,1.5,0"/>
        </property>

This keeps the pattern for all seats. It may need tweaking more though depending on what you see in game. To move seat2 player up a little, consider .55 instead of .5.
To move seat2 players back a little behind seat1 consider -1.3.

You can do the same for seat4 and seat5 if you want a party of 6 players all on the same blimp.

Please share your results if you pursue this as other players may want to try the same.

 
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It worked like a charm!

https://steamcommunity.com/sharedfiles/filedetails/?id=2868224828

Pictured with only three of us, but I'm sure 4 will work just fine. I didn't adjust it at all, so the positioning works fine, at least for my own purposes.

However, found a bug. Now that we did this, after we exit the shark blimp, the way our character models weapons, or anything really, it puts the hand way off. 

https://steamcommunity.com/sharedfiles/filedetails/?id=2868226594

I did science and had people log off and log back in, fixing the issue. Then getting back on the blimp and getting off and the problem returned. Very strange. Not breaking the game, just making the character models look funky. 

 
Yes, it can get tricky at times using things as they weren't quite intended and it'll require a little more of that science. Things like moving the new seats a little or changing the exit property for the new seats may suddenly snap things back into place. I haven't seen that hold bug before when exiting a vehicle and that's a new one.

 
We also experienced a weird issue where my passenger couldn't interact with any containers. Could open doors, but couldn't get into any boxes. Very weird. I set it back, but I don't mind doing more science at some point. Maybe I found a new hobby, getting the shark blimp to work with 4 without crashing the server :P

 
The good news is that removing the mod and reinstalling a fresh download that is also updated (thanks for naming the mod folders with the months) that fixed the issues. I'll report back with more than 2 seat adjustments.  One quick question though, when you say "exit property", what are you referring to? What do you think might need to be adjusted there?

 
If players are exiting the vehicle appropriately, then there is nothing to change. When this vehicle was created it was a single person vehicle. Another member of the modding team 'Dre' set up the original second person seating and customised it for a specific player which did not match default scaling. For fully scaled players it has caused no issues in the past and shouldn't need changing unless that was causing issues.

 
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