PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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Hey, can we have an option (if it cannot be done by default) that all zombie pick different walk style? I mean if a nurse zombie is generate why it walk like it does now, I see people adding zombie in mod by XML editing and changing their walk style, so when a zombie is spawn in world it randomly pick one of walk style from a set assign to him [like choice between 1-3 when world have 1-15 walk style, so this randomize the game more. When we see Nurse zombie we all see it as easy target as it don't speed walk a little like Mo. But if we can easily make it random animation it make you guess a little more and careful.
This would be great

 
Hey, can we have an option (if it cannot be done by default) that all zombie pick different walk style?
There is a buff that changes a zombie's walk type so you can do the same thing randomly on creation. Just pick a different number.

 
There is a buff that changes a zombie's walk type so you can do the same thing randomly on creation. Just pick a different number.
LOLWUT?

&lt;property name="WalkType" value="7"/&gt;

Not seeing a buff. You sure you didnt load a different game?

 
LOLWUT?

&lt;property name="WalkType" value="7"/&gt;

Not seeing a buff. You sure you didnt load a different game?
I guess he is referring to this one ...

Code:
&lt;buff name="buffInjuryCrippled1" name_key="buffInjuryCrippled1Name" description_key="buffInjuryCrippled1Desc" tooltip_key="buffInjuryCrippled1Tooltip" icon="ui_game_symbol_stunned"&gt;
&lt;damage_type value="stun"/&gt;
&lt;stack_type value="ignore"/&gt;
&lt;duration value="0"/&gt;
&lt;effect_group&gt;
	&lt;requirement name="EntityTagCompare" tags="zombie"/&gt;
		&lt;triggered_effect trigger="onSelfBuffStart" action="AnimatorSetInt" property="WalkType" value="5"/&gt;
&lt;/effect_group&gt;
&lt;/buff&gt;
 
LOLWUT?

&lt;property name="WalkType" value="7"/&gt;

Not seeing a buff. You sure you didnt load a different game?
Think he means using a buff on the entityclasses which then can have a triggerd_effect with a randomized walktype property. The WalkType property on an entityclass cant be randomized as such.

Could be wrong though.

Cheers

 
Think he means using a buff on the entityclasses which then can have a triggerd_effect with a randomized walktype property. The WalkType property on an entityclass cant be randomized as such.
Could be wrong though.

Cheers
Well.... Today I Learned :jaw:

 
Well.... Today I Learned :jaw:
Hello Jax!

Any idea how to get back dismemberment of limbs and arms of zeds?

I can get why they removed it (?) and even can not get why nobody wants it back ? (At least nobody is talking about)

Thx!

***************************************

 


(edit added comment by
QA Tester-unholyjoe)

 


as i stated before in another thread on this...
it was broken (not removed) and is now fixed in newer update patch. hang in there as it will be back and seems to work much better kudos to Faatal

 


thanks
:)

 


***************************************





 
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Hey, can we have an option (if it cannot be done by default) that all zombie pick different walk style? I mean if a nurse zombie is generate why it walk like it does now, I see people adding zombie in mod by XML editing and changing their walk style, so when a zombie is spawn in world it randomly pick one of walk style from a set assign to him [like choice between 1-3 when world have 1-15 walk style, so this randomize the game more. When we see Nurse zombie we all see it as easy target as it don't speed walk a little like Mo. But if we can easily make it random animation it make you guess a little more and careful.
I'm pretty sure guppy already had a modlet for this...either guppy or stompy.

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Hello Jax!Any idea how to get back dismemberment of limbs and arms of zeds?

I can get why they removed it (?) and even can not get why nobody wants it back ? (At least nobody is talking about)

Thx!
I think it's there, but so buried in perk points that we rarely see it in action. Jayick's melee mod has a katana that kicks it in a reasonable amount of time, so I know it IS there somewhere.

 
I'm pretty sure guppy already had a modlet for this...either guppy or stompy.
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I think it's there, but so buried in perk points that we rarely see it in action. Jayick's melee mod has a katana that kicks it in a reasonable amount of time, so I know it IS there somewhere.
Hmmm, okay so there is a chance to bring it back by modding ?

I ve never seen it, not in my gameplay or any other gameplay videos.

 
Hmmm, okay so there is a chance to bring it back by modding ? I ve never seen it, not in my gameplay or any other gameplay videos.

as noted on your post up above i thought i would share this. (didnt reveal alpha build or anything new) :)




 
There is a buff that changes a zombie's walk type so you can do the same thing randomly on creation. Just pick a different number.
You miss understood me, I know about Running Settings etc. But what I mean if I found 2 Nurse says in building, then one might walk to me as usual, but other walk like zombie Mo or Jo, or Fat tourist. Still slow but different animation. I believe it is not hard to implement either.

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I'm pretty sure guppy already had a modlet for this...either guppy or stompy.
I am talking this been a "feature" of default game, each Zombie has randomly 2-3 different walk to pick. basically Animation is different for them each time.

 
Tied to the perk that governs it. F.e. Shotgun Messiah.
I like this change to crafting quality progression. But it does beg the question about the Intelligence attribute and is usefulness in A18. Aside from being a gate to perks in the int tree, all it does now is faster crafting I believe.

 
Hmmm, okay so there is a chance to bring it back by modding ? I ve never seen it, not in my gameplay or any other gameplay videos.
Why would they put random walking within perk points ? Odd

Used to have this in modding in an earlier build and I loved it and glad

To hear it's possible again. Just adds another random element to the same old zombies in game we so much need.

Never was sure why the game itself didn't mix and match walking animations anyways.

Just need a talented modder now to throw some modlet magic together. ;)

 
as noted on your post up above i thought i would share this. (didnt reveal alpha build or anything new) :)




thanx for shareing joe!! ...now we need to know how long to wait until release of this build ;)

 
That only affects those who already have way more rocks than they can use up and at that point it no longer makes a difference. LOL
Ahhh the good old grinding gods will be happy...lol

But really, that kind of logic, (stacking that much material in a tiny chest) doesn't encourage the player to build a bigger base to storage all those materials

- - - Updated - - -

Can you carry 1200 stones?
I don't. It will be fun to have to place the materials in a cart or something to move them between places in early game, then in a truck or something. (i'm talking about large quantity of materials)

 
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How have you felt about gas barrels? They are far more of a space saving measure than this would be. Each barrel makes over a half block of gas (600) and can stack to 500. That is 300K PER STACK. You can fit over 13 million gas in your inventory alone and this certainly has more of an impact than stone - a resource that you never need to take anywhere.
This has been in the game for a long time as well and yet not a single mention anywhere that this is OP or broken. Because you need to use one storage box rather than 5 does not really affect balance as much as it is simply a QOL issue. If I have a million stone I would like to be able to store it - after all I must be max level from simply collecting that much resource.
I feel the same way about barrels, if TFP manage to balance as realistic as they can that issue, they should take a look at the whole inventory management. ex: i can carry 20 forges in my backpack, vehicles, etc.

 
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