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Andyjoki

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  1. it´s working now. i forgot to delete a few lines earlier
  2. i forgot to put colliders in Unity. It is fixed now. i´ve renamed my physicsbodies and removed unused XML. There should be no conflict anymore. ___________________________________________ Updated to A20 - added ~ 9 new Entity - revised Loot and Drops - added new Weapons - optimised File Size of the Mod from ~900MB to ~ 250MB - reduced Texture sizes and deleted unused stuff
  3. thanks will look into it. No clue how and when the whole entityclass dissapeared.. thats what you need to add to entityclasses in order to function. I also updated the DL-link. <entity_class name="EgyptAnubisVanilla" extends="EgyptVanillaMaleEntityTemplate"> <property name="Tags" value="entity,cp,male,human,melee,egyptboss"/> <property name="Mesh" value="#@modfolder:Resources/CoAVanillaEntity.unity3d?Anubis"/> <property name="HideInSpawnMenu" value="false"/> <property name="Faction" value="bandits"/> <property name="IsEnemyEntity" value="false"/> <property name="Class" value="EntityZombie"/> <property name="WalkType" value="6"/> <property name="AITask-2" value="RangedAttackTarget" data="itemType=1;cooldown=4;duration=5"/> <property name="HandItem" value="EgyptmeleeHandAnubis"/> <property name="HandItemCrawler" value="EgyptmeleeHandAnubis"/> <property name="LootDropEntityClass" value="EgyptLootContainerBossAnubis"/> <property name="PainResistPerHit" value=".9"/> <property name="ExperienceGain" value="7000"/> <property name="LootDropProb" value="1"/> <!-- <property name="LootListOnDeath" value="45"/> --> <effect_group name="Base Effects"> <passive_effect name="DistractionResistance" operation="base_set" value="0,0"/> <triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" target="self" cvar="EntityBoss" operation="set" value="1"/> <passive_effect name="HealthMax" operation="base_set" value="1500"/> <passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale --> <passive_effect name="StaminaMax" operation="base_set" value="550"/> <passive_effect name="StaminaMax" operation="perc_set" value="1"/> <!-- Zombie Stamina scale --> <passive_effect name="EntityDamage" operation="perc_add" value="0"/> <!-- Feral damage --> <passive_effect name="PhysicalDamageResist" operation="base_set" value="25"/> <triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="otherAOE" range="10" buff="EgyptbuffZombieEffect" /> <triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="otherAOE" range="10" buff="EgyptbuffFireCurse0" /> </effect_group> </entity_class>
  4. Updated for A19. No SDX required. CoA is Vanilla compatible. Just drag the Mod into The games Mod folder. Have Fun
  5. just a quick update for A19. I started converting both Prefabs to be compatible with EAC . (Pyramid / Sphinx) So in the Future there is no need to extra compile or use DMT for this to work. Right now im working on all the Entity and make them Vanilla compatible. All the Entity can then be found in Xyth´s Creature Pack too.
  6. no but im glad you did mention it
  7. As far as i understand SP and MP dont share the same map seed. could be that there´s sth wrong and the prefabs havent spawned? i´ve talked to SphereII and the "GOtoPOISDX" should work in MP too now. Is your 0-SphereIIcore up to date?
  8. Thats cool. maybe ill look into Nitrogen in the future Since i dont have a 7dtd Server i could not test things on an mutliplayer environment but i will talk to SphereII. Maybe its something wrong with his scripts. I know that custom entity Attacks just got fixed a few days ago. Before they did not attack on servers. This should work now. so..ill look into this but for now i cant help with quests not refering to the position on servers.
  9. I dont know how Nitrogen works. never used it. Thats why i cant help with that. One thing i know is: Dont rename the Prefabs. The Quests which refers to the Prefabs are using the names ( EgyptSphinx / EgyptPyramid). If you rename the Prefabs the quests will not find any Prefabs.
  10. Dropbox link is updated and everything is working with A18.3 now Have Fun _______ with the update it is also required to have "SphereII NPC Dialog Windows" besides 0-SphereIICoreScripts
  11. Thats because CoA is only available for 18.1. never updated to 18.2. I fixed Pagflips in A18.3 and also quests and things should work if the right prefabs are loaded Yea could be the compopack. I see it has an old "vanilla" version of the Sphinx. Of corse it has no custom entity/blocks or any other things I´d say delete it and add the sphinx and the pyramid prefab manual to the rwgmixer. --> I´ll update in few hours
  12. Its not updated for A18.3. I think thats why there are errors. I prolly update the Mod this Weekend.
  13. Fixes: -With the next Update there will be some improvements of some Entity. Animations and Textures are now better. (no more cloth going through the mesh and things like that) - AnubisNew Version - PharaohNew Version - improved Snakescorpion Textures -The upgradable Pyramid with 3 Pieces has a complete new Texture and looks much better. NEW STUFF: - Katana - 2 new Axe Models - A Demonic Spear Scythe dropped from new Entity - New Entity ( SkullWarrior ) - A new Nest Spawner Block for Creatures. Probably aded: - Survivor who can be found in the POI´s . Can be hired. Has custom quests and fights on your side. Can do stuff for you etc. --> Want see more stuff in the Future? Go reply and make suggestions on which things to add next.
  14. hey i probably update the mod with the upcoming A18.3 in a few weeks.
  15. Update to A18.1 - NEW DL
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