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FileMachete

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FileMachete last won the day on August 26 2019

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  1. Just a couple thoughts on how to possibly control how high you jump, factoring in various max heights via Parkour. 1) Intuitive: hold down Space for as long as you want to be jumping Up; likely ok for single player games but likely not feasible for multiplayer due to network hiccups/delays. 2) Learnable but may cause initial confusion: tapping Space bar rapidly once for each meter you want to jump. 3) Or possibly just code for a single Space bar tap for an up to 2 meter jump and a double tap for the max, 3 meter jump. - thinking this might be simplest and couldn't cause issues for first timers until they're well into their first game? That said, I agree it would be a very nice quality of life thing to be able to choose how high you jump. I watch a couple YTers whos' series would be much shorter if they didn't max out Parkour while I find myself often debating and choosing not to max it out due to then only being able to make max height jumps (and bashing my skull in most of the time). ... hmm, now that I'm thinking about it, wouldn't it be nice if not only could you choose the jump height, but to make maxing the perk out even more attractive, add to the perk that performing a 'short' jump would only cost 50% Stamina?
  2. Hey @killerbunny264 thanks for the update. Your Apocalypse Now mod is my favorite and I'm still enjoying it while I boycott A21 and it's oh so silly book system. I'll be patiently waiting and looking forward to seeing what you've come up with in your next iteration. Thank you very much for all your work and here's to you and your awesome mod!
  3. !! cool, hadn't even thought of that, thanks!
  4. Hey all, been gone a while but started a new game a couple weeks ago using a Nitrogen + Combopack 47 and I'm having a bit o difficulty. Still running a very old GPU (missed out buying a 1650 Super ) and there's one POI that's simply killing my frame rates; xcostum_Sky-Twintowers(by_TopMinder) Is there any way to remove or replace it _without_ starting over? (I'd remove it from the prefablist_CompoPack_47.txt prior to gen'ing a new world) prefabs.xml shows there are 12 in the world, and I've run across 4 of them so far. Used the Admin MP5 to destroy 1, but dropping that @%$# took a looooong time, so hoping there's another way..? a) was considering copying over it's files with another POIs. Use same names, just spoof in a small house or something. b) or maybe removing lines with it from the ..\Worlds\abc\prefabs.xml file. Doubt that would work alone? But might for the un-discovered ones? Fwiw the POI is very cool, and just guessing here but maybe all the glass or the shiny tile texture is the culprit, more than the shear size? I say that as there is a very distinct difference between this one poi and any other skyscraper. And weirdly, even if my pov is far enough away that I can't really even see it (hundreds of meters), it still kills frames scanning in it's direction. Any advice appreciated, and happy Friday!
  5. Just a suggestion @Sarakatunga but you might get some help posting this over in the General Support section; https://community.7daystodie.com/forum/17-general-support/ And possibly Title your post something like, Can anyone help with Server console message: "Very high penalty applied. Are you sure negative values haven't overflowed?" Good luck.
  6. My favorite bit about a19 (haven't played yet) is that it dropped, and the forums came alive! It was getting really boring around here lol
  7. wait aaa second... @Boidster ? is that _you_ Neebs??? And Simon killed the motion sensor right? Luv ur vids man!!
  8. Yeah @Bubbahotetp , I get what you and @Feycat are saying. I'm definately pro chaos aka freedom in games. And it'll never be any skin off my nose if someone wants to bunker way deep down and not have zombies dig to them. Hell, if I could snap my fingers I'd add in really ornery zombie chickens and zombie chimps & apes. Chickens could get in past poles/half/quarter-blocks, simians could climb and rip up wiring or exposed turrets, that kinda thing. And that'd be a building challenge that I'd relish! Edit: ohh, and add in little purse dogs, the really annoying ones. but only if they added in a 'kick' attack so we could boot the little monsters 20 yards
  9. @Bubbahotetp , there's a part of this I definately agree with. I too had more 'fun' on horde nights in A16 than since. Though that could well be that I challenged myself to minimize Trap kills, but that was only doable, imo, because it was possible for a player to somewhat match zombie block damage with repairs. Just my .02 cents but I think the multiplying damage boost of multiple zeds hitting the same block is at the core of things. That resulted in straight up melee defended bases, the old simple square 'pole' defense, using clubs or machetes, just not being viable anymore. So we are where we are, and as I've posted before, to me the big issue is that there's such a narrow distance between a base failing or being OP'd. Without some 'give' or room for error in a base then it seems lots of folks wind up with just a couple metas, and that does limit creativity. Someone suggested (sry, can't recall who it was) in another similar thread to lower zombie block damage. And that's a good suggestion. Sadly, some part of me is very resisitant to that idea, so I haven't tried it. But I should, I really should.. I hope this isn't offensive as it's not intended to be: maybe try some new base design things in a creative world, wire things up so you have fine grained control over the traps. Like in the base I posted pics on, I have gross On/Off for all the Dart Traps, all the fences & the shotgun turrets. I could re-wire things to control individual rows of traps, so zeds could readily get to the poles between me and them. Then I could swing away!, for however long & then fire some traps up to catch up on repairs. Just a thought, and like I said, I do think I get what you're saying :) heh :) to your last bit, "FREEDOM!" indeed!
  10. Thanks for the info @Boidster , was kinda afraid that would be the answer, but hey fixable in the future! Ha! Sounds like fun though
  11. Posted some pics of my current 18.4 base here; https://community.7daystodie.com/topic/19658-a184-fairly-basic-no-exploit-base-before-after-2-demos-explode/ Just a basic no exploit 2-wide corridor base with 4 rows of doubled electric fences and dart traps in ceiling. Might give some ideas to minimize repair costs as after it had two demolishers explode in basically the same place, repairs consisted of replacing a dozen destroyed r-conc blocks and 5 trigger plates, plus ~300? concrete mix repairing other blocks (less than a thousand total).
  12. That's an interesting idea @Grolbu , I haven't used the motion sensors much. Wonder if their 'view' can be restricted by a tunnel of blocks? If so then maybe I could rig something where only a couple dart traps would fire, instead of all 14 in the corridor.. hmm... Posted more pics of my base here if anyones curious: https://community.7daystodie.com/topic/19658-a184-fairly-basic-no-exploit-base-before-after-2-demos-explode/ Morning after day 63 horde. Went very well.
  13. Interesting @blugold1 wondering, does it have to be pyramids or would other blocks that bump the zeds into the hole work too? I can see the advantages of the pyramids, more open to shoot, angled sides. Just curious :)
  14. Just a visual of what a couple demolishers going off do. Built a newish horde base. Just a 2-wide corridor with 4 rows of doubled electric fencing and 7 rows of dart traps firing down from ceiling. Main corridor has 2 shotgun turrets mounted up high to shoot zeds in the back but positioned so they can't hit me at the end of corridor. No falls or exploits. If zeds make it to corridors end there's doubled r-concrete poles then me. Had it built for Day 49. Had a couple demolishers. Switched to different Marksman rifle w AP rounds. No issues. Didn't use shotgun turrets. Pics are the aftermath from Day 56 horde after 2 demos blew up near beginning of corridor. Not sure what triggered the first one. There was a big mama in front of him and I didn't have an angle to shoot him before he blew. I think I triggered the second one when he jumped up out of the hole the first one had made in the floor. (which I'd thankfully had the foresight to double up so two layers of r-conc) While I'd tested the shotgun turrets earlier in the horde, they weren't on during either demo explosion. Explosions took out all but one of the trigger plates for the first 3 rows of dart traps. E-fences were far enough away to not get destroyed. (the hatches protect e-fences on the outlying, not-connected pylon bases. On main corridor part hatches prevent cops from puking at me in end cage when they're still at ground level) Even with those dart traps 'down' (they were high enough to not get destroyed) rest of the horde went fine (only 8 alive, old pc). Debating switching to trip wires instead of trigger plates. Issue is that the trigger plates work better. Larger area? compared to the trip wires, where it seems like even when zeds get zapped, they often move far enough forward to be out of the activation zone for the trip wires.. would be nice if there were a way to use both. don't think it'd work to use a relay or switch in between the activation signals and the dart traps?
  15. While it can seem that way, there are ways to 'safely' use Blade Traps & Turrets. By 'safely' mean that there is a very low possibility of the traps themselves setting off the Demolishers. Set Turrets to shoot them in the back. Use Half blocks to raise Demo/Cop/Soldier/'Tall-zeds' so only their heads get hit by Blade Traps. See earlier in this thread. And not saying that I personally 'like' the Demos & just, "git gud". Fully agree that Demos wind up accounting for too much effort/time/skill(?) and they dominate base design more than I'd prefer, But conversly as a long time player the demos have encouraged/forced base redesigns (depending on what kind of bases you build) and that's not a bad thing by itself.
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