PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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More challenging. :)
That's it ! Nail meet hammer. You had to sneak around otherwise you'd have doges and what now banging on the doors.

Now it's basically easier because they are all sleeping you can oneshot them all and be done with it.

 
I love reading how people are figuring out which blocks the zombies won't attack or how to keep them from attacking by obstructing their line of sight. It's a blast to see how it's done but I've never tried it myself. I tend to take the route of finding a pre-built structure, learning its strengths and weaknesses then last as long as I can in it.

 
So let's say there is only 1 entrance to my base and it is blocked by a vehicle. They don't see it and they think it is clear to enter. They get stuck.
But the million dollar question is: will they attack the vehicle? What if it is not possible to jump onto it?
They will get stuck, get mad and attack. There are some issues with vehicle health amount and taking damage that need to be addressed.

 
If there's a hill (made of blocks) So a ramp going up and then down again. Zombie is standing on the left. Player on the right. Will the AI sense that they can simply walk up? Or would they attack the ramp thinking the player is "behind" those blocks?
They walk up and down hills and sloped blocks.

 
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I've noticed recently that the zombies float a couple of inches off of the ground. Is that a Unity thing?
Yes. The collider has padding built into it. The mesh objects should be moved down to compensate. Bugs me too.

 
FAATAL,Quick question...

While you are working on the Zombie AI/pathing/collision

Can you also make it that Zombies can "eventually" fell a tree.

Some people do know of the invincible tree house perched up in the pine trees. Zombies as of A16.4 cannot take down a tree at all.

Can you make it , that if 2 or 3 or more zombies attack a tree then it starts losing hit points or something to that effect?
AI obstacle check now detects trees and animals and zombies will hit them.

The first version of AI destroy area is in. It targets weak surrounding blocks when player is unreachable. Tree houses and stilt bases beware.

 
Yes. The collider has padding built into it. The mesh objects should be moved down to compensate. Bugs me too.
Understandable, I just started working with Unity as a hobby last month and it's amazing how steep the learning curve can be between Unity and in-game.

 
They can't if they're not playing in God mode. And neither can we as of now...
I can't believe they removed God mode... Maybe the key just got re-mapped?

EDIT: "G" seems to be far enough away from normal key presses that it shouldn't be an issue.

 
I can't believe they removed God mode... Maybe the key just got re-mapped?
EDIT: "G" seems to be far enough away from normal key presses that it shouldn't be an issue.
seems to me that is how MM lost his bow... he thought the "G" meant god mode but someone remapped the keys and didnt tell him. :) the truth is out now

 
I can't believe they removed God mode... Maybe the key just got re-mapped?
EDIT: "G" seems to be far enough away from normal key presses that it shouldn't be an issue.
I can't tell if you're being funny or not. Your wit is often too dry for text...

In case you are being serious, what I was saying was that HP bars are now only visible when in God mode. They didn't take God mode away.

 
You're right Joe. "G" makes a lot more sense and would reduce future confusion. Dropping an item should be relegated to another key, something close enough to movement so you can always easily find it to pickup a new item. Maybe "Q" would work in "G's" stead?

 
seems to me that is how MM lost his bow... he thought the "G" meant god mode but someone remapped the keys and didnt tell him. :) the truth is out now
Aaaah....Joe is trying to be a loyal and good employee but actually here is the truth: God mode got remapped to the Q button and drop to the G button as a result of Madmole dropping his bow.

Bow dropping roasts may continue unabated... ;)

 
Aaaah....Joe is trying to be a loyal and good employee but actually here is the truth: God mode got remapped to the Q button and drop to the G button as a result of Madmole dropping his bow.
Bow dropping roasts may continue unabated... ;)
I remember the good old days when Q was drop. That was the most useless thing ever. Really only helpful if you were spam crafting, and literally just throwing away what you produce. Normally, you would scrap to get some of your resources back, so that you can make more stuff. But bone shivs were just a throw away item. I also remember making a crap load of arrows before making my first bow, to get my weapon crafting skill up. I'm glad we don't do that anymore.

 
"The first version of AI destroy area is in. It targets weak surrounding blocks when player is unreachable. Tree houses and stilt bases beware."

This answers my earlier question.... yay !

 
Best news is nobody will ever again be able to say “And what about stilt bases? Maybe they should fix those first!” whenever any other exploit is brought up...

 
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