Doomofman
Well-known member
Bandits in A22Joking aside, that bandit change is probably ground work for future behavior.
My guess is something like this...
View attachment 28002

Bandits in A22Joking aside, that bandit change is probably ground work for future behavior.
My guess is something like this...
View attachment 28002
That should not have been listed. The dodge is not even done for bandits. That is just a prototype.
Wall Volumes for level design to block areas they don’t want the player to move to
Info Volumes for Entering POI Message System
Volume tab to Level Design Tab
What is a Wall Volume? I mean, is it something you create in the Prefab Editor, like a Zombie Volume, is it a block, or what?
it is simply an invisible wall that cant be passed thru nor can you interact thru it. one case is at trader jens... it keeps honest players out from behind her.... counter area so no thieving and no touchyWhat is a Wall Volume? I mean, is it something you create in the Prefab Editor, like a Zombie Volume, is it a block, or what?
Does this display some kind of message upon entry? "The corpse you see here has been eaten by a lurking Grue..."
Is this a way to manage all of these volumes, including the zombie volumes, without having to arrange an elaborate way to click on one that is inside a wall? (Please? Please? Please?)
I assume it doesn't relate to sound volume... or did we get the ability to place sounds?
it is simply an invisible wall that cant be passed thru nor can you interact thru it. one case is at trader jens... it keeps honest players out from behind her.... counter area so no thieving and no touchy
Sleeper volume counts allow decimal scaling
Adjusted Grace’s attack range/damage, health and experience
The 0.5 zombie is a crawlerWhat's this mean? What comes to mind is when you say a sleeper volume can have 4-5 zombies, but saying 4.3-5.5 zombies doesn't make sense.
I've never really liked invisible barriers in games. I'm fine with indestructible blocks but if there is an opening, I see no reason why I shouldn't be allowed to pass through. I would prefer to have doors on the sides there and just some glass around the rest so there is an actual reason why you can't go past. Just my opinion and I know many games use invisible barriers and the edges of the map are already invisible barriers but I still don't like them. They just feel like a cheap way to stop a player rather than putting thought or time into making something that would actually stop the player.it is simply an invisible wall that cant be passed thru nor can you interact thru it. one case is at trader jens... it keeps honest players out from behind her.... counter area so no thieving and no touchy![]()
View attachment 28003
I've never really liked invisible barriers in games. I'm fine with indestructible blocks but if there is an opening, I see no reason why I shouldn't be allowed to pass through. I would prefer to have doors on the sides there and just some glass around the rest so there is an actual reason why you can't go past. Just my opinion and I know many games use invisible barriers and the edges of the map are already invisible barriers but I still don't like them. They just feel like a cheap way to stop a player rather than putting thought or time into making something that would actually stop the player.
Part spawning always picks the same part
Parts with different casing in name won’t spawn in RWG
That would be a fun animation to add to the game.Just imagine Jen is smacking you away when trying to jump over her counter....![]()
It does make sense with how it works. Spawning 2.6 zombies means 2 zombies plus a 60% chance of one more zombie. This allows us fine grain control, so we could scale an entire POI by 80% and it still works. Counts below 1 will always spawn one zombie, so you don't get empty volumes.What's this mean? What comes to mind is when you say a sleeper volume can have 4-5 zombies, but saying 4.3-5.5 zombies doesn't make sense.
It would only be some. They wouldn't want to add all of them as it wouldn't fit into the manual style they've set Navesgane up with.It's not clear to me from the announcement, "New POIs added". Have ALL or only SOME of the new & reworked POIs been added to Navezgane?
It does make sense with how it works. Spawning 2.6 zombies means 2 zombies plus a 60% chance of one more zombie. This allows us fine grain control, so we could scale an entire POI by 80% and it still works. Counts below 1 will always spawn one zombie, so you don't get empty volumes.
Some players might get a kick out of that.Just imagine Jen is smacking you away when trying to jump over her counter....![]()