MechanicalLens
Refugee
Why can the gravedigger and ironbreaker mods be used on a stun baton but burning shaft and barbed wire mods cannot?
Because the stun baton is good enough on its own. It doesn't need additional types of damage added to it.
Why can the gravedigger and ironbreaker mods be used on a stun baton but burning shaft and barbed wire mods cannot?
Well, IMO it makes sense because the fire or the barbed wire would create problems to the electrical part.Why can the gravedigger and ironbreaker mods be used on a stun baton but burning shaft and barbed wire mods cannot?
Wish it could be a thing.Do the sirens attract zombies to them when they are going off?
I'm hearing what you're saying... but as a problem solver I feel the idea has already been solved: Scrap all the bandit work, and ... simply make the vehicles the bandits! I made a quick demo video of how this would look, using a lot of the horror/darker/gritty elements of 7D2D, with a small backstory and a few up and coming from my local theater group who are obviously working without pay for the exposure. From my perspective, all you would need to do is add the AI to the vehicles. its so simple it .. just... might... work!Bandits in vehicles is near the bottom of my list of what they need to do. You know what happens to the bottom of game dev lists? They generally get cut, but it could happen.
I think something related to this has been causing players to keep "bumping up" during the more intense hours of blood moon, looking like the camera is shaking. At least it has been my experience that turrets feel through the blocks after these "bumping" episodes.It had nothing to do with the map or blocks. It was raycasts failing briefly from mesh colliders updating, so the turret would see "ground" father below and rapidly move to it. The more a mesh was being updated by say damage, the more often it happened. This fix will be in our next experimental.
Wonder how the AI for bandits will be handled. Adding a more intelligent enemy to this kind of game really hasn't ever been done before.
I heard a lot of people complaining about intelligent enemies during A17![]()
zeds w/ voice lines and guns. expect nothing, still get disappointed. life motto.
cant wait 4 intelligent enemies™ running up ramps and falling down pits in endless loops :^)
Well, you did the vehicle code an will do the bandit behaviour. I think you are the right person to buttlick in order to get to that bottom-list feature. And bandits on rafts and helicopters for second from the bottom !! . Make sure to snatch some animators to work with for those features, lol.Maybe a few weeks.
Bandits in vehicles is near the bottom of my list of what they need to do. You know what happens to the bottom of game dev lists? They generally get cut, but it could happen.
If bandits just run loops, I will be surprised and disappointed but I'm willing to keep some hope in my heart.![]()
Do not trust in hope - it will betray you. Only faith and hatred sustains.
meh...when you hope but then are disappointed you only suffer once. When you worry and then your worries are confirmed you suffer twice.![]()
Nah, it is not a hate, but understanding and tolerate the human form in front of you.A teacher said he loves teaching, he just hates the students!
I feel the idea has already been solved: Scrap all the bandit work, and ... simply make the vehicles the bandits!
From my perspective, all you would need to do is add the AI to the vehicles.
That's a lot of effort someone would have to go through for no gain whatsoever. Of course, you can use the same knowledge of the spawn radius to control exactly where the Zs will spawn and where they won't e.g., a 30m long pier out into a lake, a 100x100 paved over area with soil cutouts surrounded by turrets to kill them the moment they spawn... I've built both and neither are particularly rewarding experiences other than knowing that I can.@faatal : I think you guys might be interested in resolving this (minor) but flabbergasting issue!
(I linked a Steam discussion where the exploit/bug is explained)
Holy BMX Bikeriding Murder Bike, Batman! It's alive!
so close... other than the grenades and a few pesky voxels... never, ever give these things grenadesFun fact: There's no video game out there with a vanilla non-scripted general-purpose bandit AI that seeks cover, surrounds, throws grenades, heals/retreats when damaged, communicates between each other, targets and follows the player through a Multiplayer voxel world in a believable manner.
Most advanced ones just move to the player and target him/her while following him/her with significant glitches, like Empyrion. There are also scripted ones , that have a bit of brain but within a very limited area. Some non-voxel games do achieve some of those features, like Rust, with scripted and area-limited NPC AI working in Multiplayer.