What are you talking about?You really want a behemoth that cannot be hit by any weapon and cannot find a path through anything?
What are you talking about?You really want a behemoth that cannot be hit by any weapon and cannot find a path through anything?
On Mondays, its all survival of the fittest at Al's Marina... Just like the customers requested... Should I be concerned that it was only my Zombie Bear clientele that thought up the new Monday Madness "Eat or be Eaten" idea?Al's Marina, where you're the customer or the food, either way you're going to get served![]()
Short answer? It couldn't fit through doors.What are you talking about?
The Behemoth is unlockable through xml, BUT has no hitboxes and pathing AI.What are you talking about?
Oh yeah, "beef". You can call it that, but I have it clearly marked, in the wall safe, that it is "Meat-like substance".but but but... the burritos
unentitled one here, but I still want my beef and bean burritos damn it.
Short answer? It couldn't fit through doors.
Long answer? Due to the difficulties in modifying an a-star pathfinding algorithm to use an entity who's base is larger than a single voxel and who's height is greater than two blocks it was decided that it would take too long to rewrite the entire pathfinding algorithm for a single feature.
Thanks to you both for the info.The Behemoth is unlockable through xml, BUT has no hitboxes and pathing AI.
So Gazz was wondering why on earth you would want to unlock it like that in the first place.![]()
Cheers
One way or another, it will take time to write the code. However, when you do get to it, I recommend making a second algorithim, or I just call it a set of arrays. Make a set of path finding code for 2x2. Saying a "voxel" is 1x1. Then tree branch it. Doing a switch statement ( or equivelant) to organize new various pathfinders. It wont just add 1 feature, but make it much easier to add in more later.Short answer? It couldn't fit through doors.
Long answer? Due to the difficulties in modifying an a-star pathfinding algorithm to use an entity who's base is larger than a single voxel and who's height is greater than two blocks it was decided that it would take too long to rewrite the entire pathfinding algorithm for a single feature.
That is already in the game, although the toilet in the Abrams is out of order and TFP doesn't use imperial units like pound anymore. If you didn't find this stuff yet, look harderStuff as in Airport? Nuclear reactor? Duke's casino? Dog pound? Used Car lot? Abrams Tank?
If TFP thought it was too much work to make the Behemoth a permanent feature why would it be a better deal for them to make it work as a once-a-year feature?Jokes asides, i might have meant a finished Version of it for the Event![]()
you must first finish the outhouse quest in Azeroth.ok so at 5K+ hours and have not found one dino to tame and even if I did I can't figure out what I need to make saddles. Can I make them out of zombie skins? I have also jumped off of the skyscraper and forgot I didn't have a parachute, doh.
Because, wich i also stated, i thoght the only obstacles were its size and spawn problems, wich i allready got corrected for.If TFP thought it was too much work to make the Behemoth a permanent feature why would it be a better deal for them to make it work as a once-a-year feature?
You know 99% of this stuff is completely optional and moddable right? No need to play the story on the Navezgane map, you can always disable quests, bandits and whatever other things you don't like. This was never strictly a survival only game, it was also Tower Defense and TFP said they wanted to add RPG elements so that's what they're doing. This is indeed their game and they will do what they have always wanted to do. I see no reason to dislike anything being added, especially because it takes a few seconds to disable if you really don't like it lol. THanks for not being a douche though! I agree that an opinion is just that. and opinion and shouldn't be assaulted with hate. But yeah, everything you dislike can be disabled and I'm sure if you can't disable it ourself in the XML then some modder probably will or has already! oh and Welcome to the Forums!Hi all, long time stalker here first time posting.
I am much newer to 7D2D that most of you, I started playing in A16 and it immediately became one of my all-time favorite games. I love it so much that before checking this forums, all I thought the game needed was more zombies and a bigger backpack. What a big surprise when I found this thread (looking for info on A17) and got to know all the diverse characters that populate these forums and their requests. Been reading daily since December, and since today I'm having a slow day at the office I decided to join the party.
Some make me wonder what do they even like about the game, since their ideas would turn the game into a completely different game (isn't that what mods are for anyway?): "Bandits" (silly name for Survivor NPCs IMO). Why do we need them? isn't that what MP is for? I personally play SP and I love being the only survivor in a zombie infected world. Quests? again, why? I don't understand the point of having an NPC tell me to go gather x amount of x or kill x amount of x. I do those things anyway. A very elaborate story? those belong on very different types of game (Skyrim, KCD, Baldur's Gate, etc). I love making my own story, product of the interaction of great mechanics and systems, unique to every playthrough (a game that masters this IMO is Don't Starve). "Fixing" Water.... well... actually, although I never felt that need while playing, I can see how that could be cool.
Also, the really weird guys that want super obscure things like a dedicated zombie volume slider because they get bothered by the sound they make (WTF???), or the gloom/doom that come every 10 pages or so to call the developers lazy because they are taking their time doing their jobs. Guess what? they could've call it finished 6 alphas ago and moved on. The fact that they are still working to get the game to be worth of their vision should be commended and not reprimanded.
However, no matter their opinion, I am a firm believer of respect and tolerance. So thank you all for keeping me entertained for months (it's a daily toilet read for me lol)
Anyway, this is just my opinion. I don't claim to be right or wrong (although if you ask my wife, I'm mostly wrong).
I'm very exited for A17 and can't wait to start playing again.
Almost forgot, there's always an exception to the rule. Chihuahua with eyebrows....
Oh yeah! I remember him. That thing was scary. Some of us would shout to warn the people of Duskwood about it coming. ofc then it would roar as it got really close.Call me crazy or too many years in WOW but when you say Behemoth, I think stitches from Duskwood.
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We know programming 101 concepts. This 2x2 algorithm would be very complicated and take a lot of time. These are not solid blocks. The game uses a variety of partial blocks with all kinds of fun internal collision geometry and disappearing collision geometry as blocks are merged for performance reasons.One way or another, it will take time to write the code. However, when you do get to it, I recommend making a second algorithim, or I just call it a set of arrays. Make a set of path finding code for 2x2. Saying a "voxel" is 1x1. Then tree branch it. Doing a switch statement ( or equivelant) to organize new various pathfinders. It wont just add 1 feature, but make it much easier to add in more later.