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True Survival

Its just that I dont just play on servers with just this Mod. I have a batch to remove mods and add mods depending on what server I am going to be on. If I stay on 15.1 then I can only play this mod alone. It just so happens that the only server I play on with this mod is my own so I have to upgrade the server and run something different so I can hit the other servers I frequent. Its not saying anything about this mod, its just that staying on 15.1 limits the user. I hope you Realize Spider that we will be on 15.2 for another 2 or more months. That also limits new users to this mod. I know 15.2 does not add much, but its what is current and what the users are going to be running. What about a16? Are you going to support it?
No need to give attitude, kindly take yourself elsewhere.

 
Heres Wesker from resident evil:

http://steamcommunity.com/sharedfiles/filedetails/?id=859442160

<archetype name="Wesker" male="true" hair_color="233,214,107" eye_color="116,119,117" skin_color="190,175,175" type="Player">

<base_mesh_parts>

<part slot="head" layer="base" mesh="male_base_face">

<texture name="male_head" color="skin"/>

<texture name="male_hair_overlay" color="hair"/>

<texture name="male_eyebrow_angled" color="hair"/>

</part>

<part slot="head" layer="inner" mesh="male_base_hair">

<texture name="male_base_hair" color="hair"/>

</part>

<part slot="eyes" layer="base" mesh="male_base_eyes">

<texture name="unisex_eye_shaded" color="195,173,173,255"/>

<texture name="unisex_iris" color="eye"/>

</part>

<part slot="hands" layer="base" mesh="male_base_hands">

<texture name="male_hands" color="skin"/>

</part>

<part slot="chest" layer="base" mesh="male_base_chest">

<texture name="male_torso" color="skin"/>

</part>

<part slot="legs" layer="base" mesh="male_base_legs">

<texture name="male_legs" color="skin"/>

</part>

<part slot="feet" layer="base" mesh="male_base_feet">

<texture name="male_feet" color="skin"/>

</part>

</base_mesh_parts>

<preview_mesh_parts>

<part slot="chest" layer="base" mesh="male_shirt">

<texture name="unisex_shirt" color="0,0,0"/>

</part>

<part slot="legs" layer="base" mesh="male_clothes_denim_pants">

<texture name="male_pants_01" color="0,0,0"/>

</part>

<part slot="legs" layer="outer" mesh="male_armor_kevlar_legarmor">

<texture name="male_armor_kevlar_legarmor" color="0,0,0"/>

</part>

<part slot="chest" layer="outer" mesh="male_jacket">

<texture name="unisex_jacket" color="0,0,0,255"/>

</part>

<part slot="eyes" layer="inner" mesh="unisex_gear_shades">

<texture name="unisex_gear_shades" color="0,0,0"/>

</part>

<part slot="feet" layer="base" mesh="male_worn_boots">

<texture name="male_worn_boots" color="0,0,0"/> </part>

</preview_mesh_parts>

<expression blink="true" blink_duration="0.15" blink_min_delay="5" blink_max_delay="15" saccades="true">

<gene name="neckUp_Down" value="0"/>

<gene name="neckLeft_Right" value="0"/>

<gene name="neckTiltLeft_Right" value="0"/>

<gene name="headUp_Down" value="0"/>

<gene name="headLeft_Right" value="0"/>

<gene name="headTiltLeft_Right" value="0"/>

<gene name="jawOpen_Close" value="0"/>

<gene name="jawForward_Back" value="0"/>

<gene name="jawLeft_Right" value="0"/>

<gene name="mouthLeft_Right" value="0"/>

<gene name="mouthUp_Down" value="0"/>

<gene name="mouthNarrow_Pucker" value="0"/>

<gene name="tongueOut" value="0"/>

<gene name="tongueCurl" value="0"/>

<gene name="tongueUp_Down" value="0"/>

<gene name="tongueLeft_Right" value="0"/>

<gene name="tongueWide_Narrow" value="0"/>

<gene name="leftMouthSmile_Frown" value="-1"/>

<gene name="rightMouthSmile_Frown" value="-1"/>

<gene name="leftLowerLipUp_Down" value="0"/>

<gene name="rightLowerLipUp_Down" value="0"/>

<gene name="leftUpperLipUp_Down" value="0"/>

<gene name="rightUpperLipUp_Down" value="0"/>

<gene name="leftCheekPuff_Squint" value="-1"/>

<gene name="rightCheekPuff_Squint" value="-1"/>

<gene name="noseSneer" value="0"/>

<gene name="leftEyeOpen_Close" value="-0.47"/>

<gene name="rightEyeOpen_Close" value="-0.47"/>

<gene name="leftEyeUp_Down" value="0"/>

<gene name="rightEyeUp_Down" value="0"/>

<gene name="leftEyeIn_Out" value="0"/>

<gene name="rightEyeIn_Out" value="0"/>

<gene name="browsIn" value="1"/>

<gene name="leftBrowUp_Down" value="0.22"/>

<gene name="rightBrowUp_Down" value="0.26"/>

<gene name="midBrowUp_Down" value="-1"/>

</expression>

<dna>

<gene name="height" value="1"/>

<gene name="headSize" value="0.76"/>

<gene name="headWidth" value="0.865"/>

<gene name="handsSize" value="0.76"/>

<gene name="feetSize" value="0.815"/>

<gene name="muscle" value="0.625"/>

<gene name="weight" value="0.495"/>

<gene name="gluteusSize" value="0.755"/>

<gene name="earsSize" value="0.315"/>

<gene name="earsPosition" value="0.39"/>

<gene name="earsRotation" value="0.7"/>

<gene name="noseSize" value="0.27"/>

<gene name="noseCurve" value="1"/>

<gene name="noseWidth" value="0"/>

<gene name="noseInclination" value="0.49"/>

<gene name="nosePosition" value="0.14"/>

<gene name="nosePronounced" value="0.21"/>

<gene name="noseFlatten" value="0.195"/>

<gene name="chinSize" value="0.28"/>

<gene name="chinPronounced" value="0.66"/>

<gene name="chinPosition" value="0.525"/>

<gene name="mandibleSize" value="0.43"/>

<gene name="jawsSize" value="0.39"/>

<gene name="jawsPosition" value="0.26"/>

<gene name="cheekSize" value="0.245"/>

<gene name="cheekPosition" value="0.35"/>

<gene name="lowCheekPronounced" value="0.6"/>

<gene name="lowCheekPosition" value="0.02"/>

<gene name="foreheadSize" value="0.69"/>

<gene name="foreheadPosition" value="0.71"/>

<gene name="lipsSize" value="0.69"/>

<gene name="mouthSize" value="0.555"/>

<gene name="eyeRotation" value="0.53"/>

<gene name="eyeSize" value="0.33"/>

<gene name="breastSize" value="0"/>

</dna>

</archetype>

You can put him in game and put his archetype in place of one of the other survivors entity class like say rick, or you could replace a bandit spawn with him. Hell look much better with a desert eagle in his hand once spider releases the next version of the mod. Im tryin to convince spider to put in the resident evil mansion poi from the compo pack, but it may be too large for his tastes lol. If this interests anyone, perhaps we could lobby spider to include it:hopelessness: as an extremely rare poi. Im workin on archetypes for jill, chris, barry, hunk and ada as well. Plan is to make some sets spider can use for the next iteration of the mod. The sets of npcs would spawn at special pois. ie group of soldiers at army bases, police officers at police station, etc.

 
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The switch lights dont work for me, so i change some lines in the block.xml and now it works. For all with the same problem change the code from line 9084 - 9125 in the block.xml with this here.

Code:
<block id="1109" name="porchLight01Switch">
       <property name="Extends" value="porchLight01" />		
       <property name="CustomIcon" value="porchLight01" />
<property name="Model" value="Entities/Lighting/porchLight01Prefab" />
       <property name="RuntimeSwitch" value="true" />
       <property name="DescriptionKey" value="lightGroupDesc"/>
       <drop event="Harvest" name="electricParts" count="2" prob="1" tool_category="Disassemble" />
       <drop event="Harvest" name="electricParts" count="2" prob=".35" tool_category="Disassemble" />
       <drop event="Harvest" name="electricParts" count="3" prob=".3" tool_category="Disassemble" />
   </block>

   <block id="1110" name="ceilingLight02Switch">
       <property name="Extends" value="ceilingLight02" />
<property name="Shape" value="ModelEntity" />
       <property name="CustomIcon" value="ceilingLight02" />
<property name="Model" value="Entities/Lighting/ceilingLight02Prefab" />
       <property name="RuntimeSwitch" value="true" />
       <property name="DescriptionKey" value="lightGroupDesc"/>
       <drop event="Harvest" name="electricParts" count="2" prob="1" tool_category="Disassemble" /> <!-- HV: mounted lamp -->
       <drop event="Harvest" name="electricParts" count="2" prob=".35" tool_category="Disassemble" />
       <drop event="Harvest" name="electricParts" count="3" prob=".3" tool_category="Disassemble" />
   </block>

   <block id="1111" name="ceilingLight07Switch">
       <property name="Extends" value="ceilingLight07" />
<property name="Shape" value="ModelEntity" />
       <property name="CustomIcon" value="ceilingLight07" />
<property name="Model" value="Entities/Lighting/ceilingLight07Prefab" />
       <property name="RuntimeSwitch" value="true" />
       <property name="DescriptionKey" value="lightGroupDesc"/>
       <drop event="Harvest" name="electricParts" count="2" prob="1" tool_category="Disassemble" /> <!-- HV: mounted fluorescent lamp -->
       <drop event="Harvest" name="electricParts" count="2" prob=".35" tool_category="Disassemble" />
       <drop event="Harvest" name="electronicParts" count="2" prob=".3" tool_category="Disassemble" />
       <drop event="Harvest" name="electronicParts" count="3" prob=".2" tool_category="Disassemble" />
       <drop event="Harvest" name="scrapPlastics" count="1" prob="1" tool_category="Disassemble" />
       <drop event="Harvest" name="scrapPlastics" count="1" prob=".5" tool_category="Disassemble" />
   </block>

  <block id="1112" name="streetLight01Switch">
       <property name="Extends" value="streetLight01" />
<property name="Shape" value="ModelEntity" />
       <property name="CustomIcon" value="streetLight01" />
<property name="Model" value="Entities/Lighting/street_light01Prefab" />
       <property name="RuntimeSwitch" value="true" />
       <property name="DescriptionKey" value="lightGroupDesc"/>
       <drop event="Harvest" name="electricParts" count="4" prob="1" tool_category="Disassemble" />
       <drop event="Harvest" name="electricParts" count="3" prob=".35" tool_category="Disassemble" />
       <drop event="Harvest" name="electricParts" count="5" prob=".3" tool_category="Disassemble" />
   </block>

20170209115454_1.jpg

 
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Hay peps the broken arm thing might be doable. What do yall think about that? Only way to get your arm broken would be a chance on hit in your arms. When you arm was broken and healing you would not be able to use any 2 handed weapons, melee, guns or tools. What do you think?

 
Hay peps the broken arm thing might be doable. What do yall think about that? Only way to get your arm broken would be a chance on hit in your arms. When you arm was broken and healing you would not be able to use any 2 handed weapons, melee, guns or tools. What do you think?
Yes sounds good. Meds maybe to shorten time to heal?

 
I like the idea but wouldn't a broken arm mean no wood cutting, mining, or digging? If so, not a fan of that. I do like that it would give more utility to lesser one-handed weapons and promote carrying backup weapons.

 
Hay peps the broken arm thing might be doable. What do yall think about that? Only way to get your arm broken would be a chance on hit in your arms. When you arm was broken and healing you would not be able to use any 2 handed weapons, melee, guns or tools. What do you think?
Have you ever considered therapy....haha.

 
Kind of op. Try something like broken leg. (Damage is decreased) put a splint + bandages to heal , if you don't use them the duration is increased when you dig/cut/work/fight. If not healed it will get infected.

 
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Not many people will be ok with this idea. Is ot possible to make your food spoil? (Just raw meat, if it is keeped in a container for 3 days, to stop it from spoiling to add salt o_o ? Not sure if it can be implemented) ( farm salt from rocks so it is not that hard to find) and you can keep it in a fridge to not spoil.

 
I like the idea but wouldn't a broken arm mean no wood cutting, mining, or digging? If so, not a fan of that. I do like that it would give more utility to lesser one-handed weapons and promote carrying backup weapons.
I agree.

 
Kind of op. Try something like broken leg. (Damage is decreased) put a splint + bandages to heal , if you don't use them the duration is increased when you dig/cut/work/fight. If not healed it will get infected.
I like where you are going with this. Spider, how about making the arm a progression like cracked --> fracture -->compound fracture ?

At cracked its really sore and you only have reduced output with melee and some tools (damage). If not healed in time then upgrades to fracture. Fracture means one handed use only. Upgrades to compound fracture if not healed. Compound fracture means as before plus bloodloss and maybe disease etc.

Change the progression as you think best but this keeps the wound model consistent.

 
Heres Jill Valentine:

http://steamcommunity.com/sharedfiles/filedetails/?id=861204980

<archetype name="Jill" male="false" hair_color="101,67,33" eye_color="70,80,70" skin_color="200,200,200" type="Player">

<base_mesh_parts>

<part slot="head" layer="base" mesh="female_base_face">

<texture name="female_head" color="skin"/>

<texture name="female_hair_overlay" color="hair"/>

<texture name="female_eyebrow_curve" color="hair"/>

</part>

<part slot="eyes" layer="inner" mesh="female_base_eyelashes">

<texture name="female_eyelashes" color="hair"/>

</part>

<part slot="head" layer="inner" mesh="female_shaggy_hair_ponytail">

<texture name="female_shaggy_hair" color="hair"/>

</part>

<part slot="eyes" layer="base" mesh="female_base_eyes">

<texture name="unisex_eye_shaded" color="255,255,255"/>

<texture name="unisex_iris" color="eye"/>

</part>

<part slot="hands" layer="base" mesh="female_base_hands">

<texture name="female_hands" color="skin"/>

</part>

<part slot="chest" layer="base" mesh="female_base_chest">

<texture name="female_torso" color="skin"/>

<texture name="female_tanktop" color="245,245,220"/>

</part>

<part slot="legs" layer="base" mesh="female_base_legs">

<texture name="female_legs" color="skin"/>

</part>

<part slot="feet" layer="base" mesh="female_base_feet">

<texture name="female_feet" color="skin"/>

</part>

</base_mesh_parts>

<preview_mesh_parts>

<part slot="chest" layer="outer" mesh="female_armor_kevlar_vest">

<texture name="unisex_armor_kevlar_vest" color="75,83,32,255"/>

</part>

<part slot="legs" layer="base" mesh="female_clothes_denim_pants">

<texture name="female_pants_01" color="245,245,220"/>

</part>

<part slot="legs" layer="outer" mesh="female_armor_kevlar_legarmor">

<texture name="unisex_armor_kevlar_legarmor" color="75,83,32"/>

</part>

<part slot="feet" layer="base" mesh="female_armor_kevlar_boots">

<texture name="unisex_armor_kevlar_boots" color="75,83,32"/>

</part>

</preview_mesh_parts>

<expression blink="true" blink_duration="0.15" blink_min_delay="5" blink_max_delay="15" saccades="true">

<gene name="neckUp_Down" value="0"/>

<gene name="neckLeft_Right" value="0"/>

<gene name="neckTiltLeft_Right" value="0"/>

<gene name="headUp_Down" value="0"/>

<gene name="headLeft_Right" value="0"/>

<gene name="headTiltLeft_Right" value="0"/>

<gene name="jawOpen_Close" value="0"/>

<gene name="jawForward_Back" value="0"/>

<gene name="jawLeft_Right" value="0"/>

<gene name="mouthLeft_Right" value="0"/>

<gene name="mouthUp_Down" value="0"/>

<gene name="mouthNarrow_Pucker" value="0"/>

<gene name="tongueOut" value="0"/>

<gene name="tongueCurl" value="0"/>

<gene name="tongueUp_Down" value="0"/>

<gene name="tongueLeft_Right" value="0"/>

<gene name="tongueWide_Narrow" value="0"/>

<gene name="leftMouthSmile_Frown" value="0"/>

<gene name="rightMouthSmile_Frown" value="0"/>

<gene name="leftLowerLipUp_Down" value="0"/>

<gene name="rightLowerLipUp_Down" value="0"/>

<gene name="leftUpperLipUp_Down" value="0"/>

<gene name="rightUpperLipUp_Down" value="0"/>

<gene name="leftCheekPuff_Squint" value="0"/>

<gene name="rightCheekPuff_Squint" value="0"/>

<gene name="noseSneer" value="0"/>

<gene name="leftEyeOpen_Close" value="0"/>

<gene name="rightEyeOpen_Close" value="0"/>

<gene name="leftEyeUp_Down" value="0"/>

<gene name="rightEyeUp_Down" value="0"/>

<gene name="leftEyeIn_Out" value="0"/>

<gene name="rightEyeIn_Out" value="0"/>

<gene name="browsIn" value="0"/>

<gene name="leftBrowUp_Down" value="0"/>

<gene name="rightBrowUp_Down" value="0"/>

<gene name="midBrowUp_Down" value="0"/>

</expression>

<dna>

<gene name="height" value="0.66"/>

<gene name="headSize" value="0.5"/>

<gene name="headWidth" value="0.5"/>

<gene name="handsSize" value="0.395"/>

<gene name="feetSize" value="0.64"/>

<gene name="muscle" value="0.24"/>

<gene name="weight" value="0.16"/>

<gene name="gluteusSize" value="0.67"/>

<gene name="earsSize" value="0.49"/>

<gene name="earsPosition" value="0.5"/>

<gene name="earsRotation" value="0.5"/>

<gene name="noseSize" value="0.5"/>

<gene name="noseCurve" value="0.5"/>

<gene name="noseWidth" value="0.5"/>

<gene name="noseInclination" value="0.5"/>

<gene name="nosePosition" value="0.57"/>

<gene name="nosePronounced" value="0.76"/>

<gene name="noseFlatten" value="0.5"/>

<gene name="chinSize" value="0.22"/>

<gene name="chinPronounced" value="0.01"/>

<gene name="chinPosition" value="0.09"/>

<gene name="mandibleSize" value="0.5"/>

<gene name="jawsSize" value="0.5"/>

<gene name="jawsPosition" value="0.52"/>

<gene name="cheekSize" value="0.44"/>

<gene name="cheekPosition" value="0.87"/>

<gene name="lowCheekPronounced" value="0.5"/>

<gene name="lowCheekPosition" value="0.5"/>

<gene name="foreheadSize" value="0.5"/>

<gene name="foreheadPosition" value="0.03"/>

<gene name="lipsSize" value="0.66"/>

<gene name="mouthSize" value="0.6"/>

<gene name="eyeRotation" value="0.5"/>

<gene name="eyeSize" value="1"/>

<gene name="breastSize" value="0.265"/>

</dna>

</archetype>

And heres her entity class for true survival:

<entity_class name="Jill" extends="Maggi">

<property name="Archetype" value="Jill"/>

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunBanditMP5,10mmBanditBullet" />

<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunBanditMP5,10mmBanditBullet" />

<property name="AITask-1" value="Follow" param1="EntityPlayer" />

<property name="AITask-2" value="RangedAttackTarget2" param1="0" param2="5"/>

<property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityEnemy" />

<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityBandit" />

<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieCrawl" />

<property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityZombie" />

<property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityZombieDog" />

<property name="AITask-8" value="ApproachAndAttackTarget" param1="EntityZombieCop" />

<property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityHornet" />

<property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalBear" />

<property name="AITask-11" value="ApproachSpot" />

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />

<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntitySurvivor" />

<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieCrawl" />

<property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie" />

<property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieDog" />

<property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityZombieCop" />

<property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityHornet" />

<property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalBear" />

<property name="AITarget-9" value="BlockingTargetTask" />

<property name="AITarget-10" value="SetNearestEntityAsTarget" param1="EntityEnemy" />

<property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityBandit" />

<property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl" />

<property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombie" />

<property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieDog" />

<property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityZombieCop" />

<property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityHornet" />

<property name="AITarget-17" value="SetNearestEntityAsTarget" param1="EntityAnimalBear" />

<property name="HandItem" value="gunBanditMP5" />

</entity_class>

 
Starrrssssss!!!:

http://steamcommunity.com/sharedfiles/filedetails/?id=861344910

Umbrella Corp:

http://steamcommunity.com/sharedfiles/filedetails/?id=861370819

Now, if i can only figure out how to use hals prefab editor i can place chris, jill, barry, hunk, wesker and ada in the resident evil mansion lol. Spider assures me this is easy/simple lol. I am also makin a special B.O.W. (nemesis) as soon as i figure out how to make the entities bigger. Dang, this is alot of work hahaahahahahaah. And if i get real ambitious ill make more characters like leon, claire etc.

 
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The mod is ready for server testing but no one seems to know how to load a SDX mod on a server. Until I can get it to load on a server I cant package the files up for distribution. All help is welcome.

 
The mod is ready for server testing but no one seems to know how to load a SDX mod on a server. Until I can get it to load on a server I cant package the files up for distribution. All help is welcome.
ASk for help on the how to in the SDX thread, or starvation thread? THats what i would do lol

Never mind i saw you did!

 
I dont think the Starvation people like me anymore:distress:. The SDX creator never really responds to questions. So Im kinda on my own. I have a few smart people said they might be able to try and help me today so fingers-crossed.

 
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