PC general Questions about A18

So the worldTimeTouched of the lootcontainer (which is used to check if loot should respawn) is set again when an entity of type EntityPlayer is within the bounds of the lootcontainer + 16 blocks.
Cheers
That jibes exactly with testing, but maybe we should rephrase "within the bounds of the container + 16 blocks". For practical purposes, the player must be within 8 blocks of the container.

Docs for the Bounds(center, size) constructor say:

Create a new Bounds with the given center and total size. Bound extents will be half the given size.
The code says to create a new bounding box with center = 'base' of the container and box size = 16. Actual extents (i.e. the respawn reset trigger distance) from the center will be 8 in each direction. The total size of the cube is 16 blocks on a side, with the container at its center.

I'm guessing that the occasional off-center results during testing were due to the 'base' of containers (mailboxes, in the case of my tests) not necessarily being in the center of the block. Or due to me not standing technically within 8 blocks (floating point vector distance) even though I was standing on the 8th block according to (integer) map coordinates.

 
Did that change in A18? I think it used to be like 6 instead of 16?
I just checked 17.4b4 and it was also 16 in that version. new Bounds(base.ToWorldPos().ToVector3(), Vector3.one * 16f)

Cheers

 
That jibes exactly with testing, but maybe we should rephrase "within the bounds of the container + 16 blocks". For practical purposes, the player must be within 8 blocks of the container.

Docs for the Bounds(center, size) constructor say:

The code says to create a new bounding box with center = 'base' of the container and box size = 16. Actual extents (i.e. the respawn reset trigger distance) from the center will be 8 in each direction. The total size of the cube is 16 blocks on a side, with the container at its center.

I'm guessing that the occasional off-center results during testing were due to the 'base' of containers (mailboxes, in the case of my tests) not necessarily being in the center of the block. Or due to me not standing technically within 8 blocks (floating point vector distance) even though I was standing on the 8th block according to (integer) map coordinates.
100% correct.

Cheers

 
I just checked 17.4b4 and it was also 16 in that version. new Bounds(base.ToWorldPos().ToVector3(), Vector3.one * 16f)

Cheers
Yes, Boidster explained it with this post "Create a new Bounds with the given center and total size. Bound extents will be half the given size."

It felt like 6 and not 16 because it was actually 8 from the distance container.

 
Yes, Boidster explained it with this post "Create a new Bounds with the given center and total size. Bound extents will be half the given size."

It felt like 6 and not 16 because it was actually 8 from the distance container.
Yeps. I talked about bounds size. That 16 can be confusing. Boidster explained it better.

Cheers

 
So now I have some more questions:

1.) How do I get broken Glass (like the one for the Scope Mods)?

In A16 and A15 it was created in a Forge by smelting in Sand and extract it back as Glass I remember (?)

But now a Forge can not create broken Glass anymore. Can you only harvest it from Buildings?

2.) What is *Adrenaline Rush*? (20 sec buff) I get it when I shoot with a Shotgun on an entity. It can even be a dead animal. Does not even need to be killed. It seems like I can run faster, but I'm not quite sure what exact the effect is. Is not explained in menu. Oô



3.) How can I go to *Last Page* ? Right now in this new forum it seems that I have to switch through every page ... so this is page 4 and to get here I press NEXT, NEXT, NEXT ... is there a button instead of typing in the number in that field?

 
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1 scrap jars or broke some windows

2 don't know for sure but there is a book that nullifies movement penalties in combat, could be that

 
I think I found a bug:

The wrench with quality 6 is worse than the wrench with quality 5.

It just has more durability, but it actually does less damage overall, thus harvesting is actually faster / better with the Quality 5 wrench lol:

Q5:

Melee 25

Power 43

Block Damage 56

Q6:

Melee 24

Power 42

Block Damage 52 (!!! looooool)



 
I think I found a bug:
The wrench with quality 6 is worse than the wrench with quality 5.

It just has more durability, but it actually does less damage overall, thus harvesting is actually faster / better with the Quality 5 wrench lol:

Q5:

Melee 25

Power 43

Block Damage 56

Q6:

Melee 24

Power 42

Block Damage 52 (!!! looooool)

two words - Random Stats......

 
So now I have some more questions:
1.) How do I get broken Glass (like the one for the Scope Mods)?
a) Scrap any glass object

b) Smash any glass object (mirrors, pictures, windows, medicine cabinets, showers, etc.)

c) Smelt sand into the forge, create glass jars (or blocks), scrap glass jars (or blocks)

2.) What is *Adrenaline Rush*? (20 sec buff)
You have read Urban Combat Book #6, apparently. Read the description there.

3.) How can I go to *Last Page* ? Right now in this new forum it seems that I have to switch through every page ... so this is page 4 and to get here I press NEXT, NEXT, NEXT ... is there a button instead of typing in the number in that field?
Noooope. (Edit: not at the top of the thread, anyhow; see meganoth's post next) Entirely new forum software coming at some point, so I guess they're not going to bother re-enabling some of the features we used to have.

I think I found a bug: The wrench with quality 6 is worse than the wrench with quality 5.
Not a bug. Happens all the time due to the randomness of the Random Number Generator and the range of values TFP has allowed for the item levels. They overlap considerably. A little too much, IMO, but whattayagonnado.

 
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3) If you come from the overview page, click on the two small arrows on a white background behind the date of the Last Post to go directly to the last post on the last page.

If you are already in the thread, scroll down to the end of the page, you see buttons for "previous" and "next" but also always buttons for the number of the first (naturally always "1") and last page (in this thread "4" at the moment)

 
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Noooope. (Edit: not at the top of the thread, anyhow; see meganoth's post next) Entirely new forum software coming at some point, so I guess they're not going to bother re-enabling some of the features we used to have.
Pretty much any good function we used to have was a mod written for vBulletin. What we have now is vanilla because there just are not very many mods created for this newest version. The old version was no longer supported by the company and the new version has to be minimalist because nobody stuck with it to create add ons. Even if we had decided to stay with vBulletin most of the old functions would not have come back.

 
Totally understand. "They're not going to bother" is too negative; I just meant more "no real reason to expend the effort (even if they could)" since something better is coming down the pike.

 
Ok that random stats thing was too easy Oô

Next question is:

I sometimes cant turn off the forges. They dont create anything and dont even smelt anything in. So why cant I turn them off? I think it is just a bug?

 
Next question is:

I shot a Demolisher dead very fast, but it still exploded. Now I read that it ALWAYS explodes if you shoot into that green trigger device and also ONLY if you shoot it there.

In other words: It will never explode, if you punch it with your fists in the face or on the legs (?)

Also it will never explode if he stands near a blade trap, that is constantly hitting him and he will always die without explosion (?)

If this is true, then what about the following:

Let's say I have a base with shotgun turrets. When the demolisher comes and the turrets shoot at it, they shoot with more than 1 projectile and also with a spread and also not controlled at a certain point of the zombie.

That means that shotgun turrets are like the box of pandora, because they MAY or MAY NOT trigger the explosion, I cannot control it and everytime it will be a 50/50 if the Zombie will just die or if the Turret will ultimately cause my Base to get destroyed, without me having any impact on it (besides killing the zombie so fast, that it is not faced by the Shotgun Turret) ?

That would mean that in this alpha those Shotgun turrets are a high risk, as I would need to control 200 % that demolishes will never reach the turret, otherwise there is a (high) chance that he will still destroy my base, even if I do not trigger the effect myself?

THXXXX

 
If you can't turn off forges your installation of the game may be seriously fubar. I have not seen any other players complain about such a thing happening.

The demolisher is a relatively new thing and its behaviour changed a few times. In its current incarnation you can trigger the bomb and the bomb won't explode if you kill the demo fast enough (this was not possible in 18.2 I think). Blade traps used to trigger the bomb quite often no matter how you set them up, but this might have also changed for the better !?

 
You say you can trigger it (making it red and counting down to explode) but it will NOT explode if you kill him.

But if it starts ticking, then the demolisher always falls down and looks dead already ... so how can I "kill" it then?

Actually one Demolisher died and I kept shooting at him. It still ticked further, but then it did not explode.

So I did damage on the (seemingly) dead Demolisher and it prevented the explosion.

Next time a Demolisher "died" I also shot at him with the same Weapon (Q6 AK-47 so the damage was also super high) but this time it exploded! I am 10000 % sure that I did "enough" damage to prevent him, because AK has the highest DPS and I did it exactly like this the time before.

So could you plz explain how to really prevent him exploding? Otherwise that giant new base with 1000+ concrete and steel and 1 week work is completely useless now : /

 
Normal or AP ammo?

The Demo has 1000 hitpoints and lots of armor. I don't know what an AK47 does against the demo, but it surely is much less than the damage it shows you on the AKs tab.

Now if one of your first shots against the undamaged Demo turns on the timer then you will have a VERY hard time to kill him before the time is up.

But lets say, you whittled him down to 300 hitpoints and oops, you hit the timer. Now we're talking. A salvo, including a few headshots, should save you from the explosion.

AFAIK the timer lasts for 2 seconds?

If you want to test it, turn on the hitpoint display for zombies, either with a mod or through the debug menue. You should be able to see how much damage your AK does to the demo in relation to his total hit points

About the falling down: Often Zombies fall down before being dead and stand up again. They are knocked down by the damage like a boxer. This should have nothing to do with the timer, it would be a coincidence if he falls at the same time the trigger gets hit.

 
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