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#Post#: 12624--------------------------------------------------
Anyone have modding suggestions?
By: Wolfenix Date: June 12, 2018, 3:37 pm
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I'm going to be putting some time and effort into modding some
things into (or out of) Ground Zero. I've touched base with MM
and he gave me permission to get some discussion going.
What I'm interested in (descending priority):
1. A17 compatibility! I'm not interested in modding skills, gun
parts, qualities, or anything that is being drastically changed
in the new alpha.
2. Anti-exploits. There are currently several minor loop holes
in the game that I intend to close op. I know there are plenty
of people that would rather keep these things in existence
because they are convenient, but I'm asking you to come forward
and confess knowledge of various things that can be exploited.
For example, things like the wood log exploit are silly and
easily fixed with a few minor recipe or harvest adjustments.
3. Quality of Life tweaks. Again, I'm not aiming to make the
game easier. There are a few things that make sense, though.
Being able to craft cans (we can make buckets but not cans?) at
a workbench, for example. Removing the fire particle from
flaming arrows so we can actually aim with them.
4. Balance changes. Think things are too weak or too strong?
Talk about it here.
5. Adding content. I already have a few interesting ideas.
Adding content is NOT an easy task when working only with XML
files. Please keep this in mind when making suggestions, but if
you've though "I feel like there really should be a thing that
does the thing" let me know. I value my time, so simple
suggestions are more likely to catch my interest.
Thank you for your suggestions!
#Post#: 12625--------------------------------------------------
Re: Anyone have modding suggestions?
By: guest215 Date: June 12, 2018, 4:09 pm
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What is your experience in modding?
#Post#: 12626--------------------------------------------------
Re: Anyone have modding suggestions?
By: Madman Date: June 12, 2018, 4:16 pm
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I want to make clear that this is just a discussion to come up
with ideas for things that may or may not be implemented on our
server. I will have have final say and I will be the one adding
anything directly to the server files if I decide it's something
we should have. When A17 drops, the server will start
essentially vanilla, with very few mods if any. Then, I will
slowly add those I deem fit for our server.
#Post#: 12627--------------------------------------------------
Re: Anyone have modding suggestions?
By: Madman Date: June 12, 2018, 4:19 pm
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[quote author=h0tr0d link=topic=2084.msg12625#msg12625
date=1528837799]
What is your experience in modding?
[/quote]
Wolfenix asked if he could dabble and see what he can come up
with. He had some ideas that he wanted to take a stab at. Far
be it from me to discourage anyone from exploring their
creativity. If anyone's ideas can benefit the server, then we
all come out winners. :)
#Post#: 12629--------------------------------------------------
Re: Anyone have modding suggestions?
By: Kethzen Date: June 12, 2018, 7:03 pm
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- Slightly bigger inventory, maybe larger stacks of some items
like minerals, rock, dirt and the like.
- I have seen some mods around that make zombies bullet sponges
while also making headshots deadlier, could be fun with fast
zombies. i see how it could make day or slow zombies a walk in
the park. Anything that could make engagements with npc more fun
or unique would be welcome.
� Non lore friendly mods with a quality of life impact:
This server has made several rules to prevent server lag. So:
- A mod that adds the ability to plant leafless trees could be
good. Something like a seed recipe you can make from any tree
seed and it would grow just a log (same growth-time and yield).
It is very unrealistic but if it helps with server lag it is a
price I would be willing to pay.
- Better crop yield: This make seem like easy mode but let's
face it, after a while we all have more food than we will ever
need. This might result in smaller plots and less frequent
farming cycles. This principle could also be implemented as
better fertilizer yield or a new and higher form of fertilized
soil. Again, easy mode but if it helps with sever integrity it
may not be a big price to pay.
#Post#: 12630--------------------------------------------------
Re: Anyone have modding suggestions?
By: Rabid Date: June 12, 2018, 7:04 pm
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Could you add some sort of bursting flame graphic to the flame
thrower? Maybe copy the one from Scorched Walkers? One would
expect a weapon applying a -170hp dot to have a more visual
effect.
Also cops and ferals should have a better loot drop. Currently
they mostly just eat ammo with very little reward.
#Post#: 12632--------------------------------------------------
Re: Anyone have modding suggestions?
By: KaRnAgE Date: June 13, 2018, 1:22 am
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I would love to see a AirPoweredDartGun here is what i used this
ver. uses a scope in 16.2 stable it may need some work haven't
tried to use it on 16.4 also i have mods for pure colors of most
cloths shirts pants shorts hats coats blue green red black
yellow white and a black trench coat mod if you are interested
its mainly just changing the color numbers but some items were
not in the game so i made a script for them
<item id="1604" name="AirPoweredDartGun">
<property name="Meshfile"
value="Items/Weapons/Ranged/SawedOffPumpShotgun/PumpShotgunPrefa
b"/>
<property name="Material" value="metal"/>
<property name="CustomIcon" value="airPoweredDartGun" />
<property name="RepairTools" value="Co2Refill"/>
<property name="HoldType" value="5"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="Attachments" value="flashlight02"/>
<property name="CrosshairOnAim" value="false"/> <!-- aimTest
-->
<property name="CrosshairUpAfterShot" value="true"/> <!--
aimTest -->
<property name="Sound_Sight_In" value="rifle_sight_in"/>
<property name="Sound_Sight_Out" value="rifle_sight_out"/>
<property class="Parts">
<property name="Stock"
value="partsAirPoweredDartGun_stockShort"/>
<property name="Receiver"
value="partsAirPoweredDartGun_cylinder"/>
<property name="Pump" value="partsAirPoweredDartGun_parts"/>
<property name="Barrel"
value="partsAirPoweredDartGun_barrelShort"/>
</property>
<property class="Action0"> <!-- AttackAction -->
<property name="Class" value="Launcher"/>
<property name="Hitmask_override" value="Arrow"/>
<property name="Delay" value="0.7"/>
<property name="Crosshair_min_distance" value="23"/> <!-- 23
-->
<property name="Crosshair_max_distance" value="28"/> <!-- 28
-->
<property name="Magazine_size" value="6"/>
<property name="Magazine_items"
value="steelDart,pyroTipDart,poisonTipDart"/>
<property name="Magazine_item_ray_counts" value="8, 1"/>
<property name="Magazine_item_ray_spreads"
value="0.835,0.605"/> <!-- .835 / .605 -->
<property name="Reload_time" value=".6"/>
<property name="Bullet_icon" value="uzi"/>
<property name="Sound_start" value="nailgun_fire"/>
<property name="Sound_repeat" value=""/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="weapon_empty"/>
<property name="Sound_reload" value="shotgun_reload"/>
<property name="Particles_muzzle_fire" value="nailgunfire"/>
<property name="Particles_muzzle_smoke" value="nozzlesmoke"/>
<property name="DamageBonus.head" value="3"/>
<property name="DamageBonus.glass" value="1"/>
<property name="DamageBonus.wood" value="2"/>
<property name="DamageBonus.earth" value=".2"/>
<property name="Buff" value="shotgunWound"/>
<property name="Buff_chance" value="1.0"/>
</property>
<property class="Action1"> <!-- UseAction -->
<property name="Class" value="Zoom"/>
<property name="Zoom_overlay"
value="Items/Weapons/HUD/sniper_zoom_overlay"/>
<property name="Zoom_max_out" value="40"/>
<property name="Zoom_max_in" value="15"/>
</property>
<property name="LightSource" value="lightSource"/> <!-- Start:
Needed for the attachment flashlight -->
<property name="ActivateObject"
value="Attachments/flashlight/lightSource"/>
<property name="AttachmentFlashlight" value="flashlight02"/>
<!-- End: Needed for the attachment flashlight -->
<property name="Group" value="Ammo/Weapons"/>
<property name="ActionSkillGroup" value="Archery"/>
<property name="CraftingSkillGroup" value="craftSkillWeapons"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="PickupJournalEntry" value="alternateAmmoTip"/>
<property name="LightValue" value="0.45"/>
</item>
*********
you will have to change the custom parts and icon to prefabs and
the ammo type to the game darts unless you like the poison and
pyro tips and so on
*********
<item id="1605" name="Co2Refill">
<property name="Meshfile" value="Items/Misc/sackPrefab" />
<property name="DropMeshfile"
value="Items/Misc/sack_droppedPrefab" />
<property name="CustomIcon" value="Co2Refill" />
<property name="Material" value="metal" />
<property name="HoldType" value="45" />
<property name="Stacknumber" value="50" /> <!-- STK repairKit
-->
<property name="EconomicValue" value="186" />
<property name="RepairTime" value="2" />
<property name="RepairAmount" value="2000" />
<property name="Group" value="Resources,Ammo/Weapons" />
<property name="CraftingSkillGroup" value="craftSkillScience"/>
</item>
********
you will have to change the customIcon
********
<item id="1699" name="poisonTipDart">
<property name="Extends" value="ironArrow"
param1="HandMeshfile"/>
<property name="CustomIcon" value="poisonDart"/>
<property name="Meshfile"
value="Entities/Electrical/steel_dartPrefab"/>
<property name="DropMeshfile"
value="Items/Misc/sack_droppedPrefab"/>
<property name="Stacknumber" value="500"/> <!-- STK ammo -->
<property name="EconomicValue" value="54"/>
<property name="EconomicBundleSize" value="100"/>
<property class="Action1">
<property name="Explosion.ParticleIndex" value="1"/> <!-- no
expl. -->
<property name="Velocity" value="95"/>
<property name="Gravity" value="-4"/>
<property name="LifeTime" value="2"/>
<property name="Explosion.BlockDamage" value="10"/>
<property name="Explosion.EntityDamage" value="10"/>
<property name="Explosion.ParticleIndex" value="7"/>
<property name="Explosion.RadiusBlocks" value="1"/>
<property name="Explosion.RadiusEntities" value="1"/>
<property name="Explosion.DamageBonus.stone" value="0.3"/>
<property name="Explosion.DamageBonus.metal" value="0.1"/>
<property name="Explosion.DamageBonus.earth" value="0"/> <!--
should work? -->
<property name="Explosion.DamageBonus.wood" value="0.5"/>
<property name="Explosion.DamageBonus.water" value="0"/>
</property>
<property class="Attributes">
<property name="EntityDamage" value="22,45"/>
<property name="BlockDamage" value="6,18"/>
<property name="ApplyBuff" value="0.4,0.4"
param1="infection3"/>
</property>
<property name="CraftingSkillGroup" value="craftSkillWeapons"/>
</item>
<item id="1700" name="pyroTipDart">
<property name="Extends" value="ironArrow"
param1="HandMeshfile"/>
<property name="CustomIcon" value="pyroDart"/>
<property name="Meshfile"
value="Entities/Electrical/steel_dartPrefab"/>
<property name="DropMeshfile"
value="Items/Misc/sack_droppedPrefab"/>
<property name="Stacknumber" value="500"/> <!-- STK ammo -->
<property name="EconomicValue" value="54"/>
<property name="EconomicBundleSize" value="100"/>
<property class="Action1">
<property name="Explosion.ParticleIndex" value="1"/> <!-- no
expl. -->
<property name="Velocity" value="95"/>
<property name="Gravity" value="-4"/>
<property name="LifeTime" value="2"/>
<property name="Explosion.BlockDamage" value="10"/>
<property name="Explosion.EntityDamage" value="10"/>
<property name="Explosion.ParticleIndex" value="0"/>
<property name="Explosion.RadiusBlocks" value="2"/>
<property name="Explosion.RadiusEntities" value="1"/>
<property name="Explosion.DamageBonus.stone" value="0.3"/>
<property name="Explosion.DamageBonus.metal" value="0.1"/>
<property name="Explosion.DamageBonus.earth" value="0"/> <!--
should work? -->
<property name="Explosion.DamageBonus.wood" value="0.5"/>
<property name="Explosion.DamageBonus.water" value="0"/>
</property>
<property class="Attributes">
<property name="EntityDamage" value="22,45"/>
<property name="BlockDamage" value="6,18"/>
<property name="ApplyBuff" value="0.4,0.4" param1="burning"/>
</property>
<property name="CraftingSkillGroup" value="craftSkillWeapons"/>
</item>
*********
you will have to change the customIcon
#Post#: 12633--------------------------------------------------
Re: Anyone have modding suggestions?
By: KaRnAgE Date: June 13, 2018, 1:28 am
---------------------------------------------------------
[quote author=MADMAN link=topic=2084.msg12627#msg12627
date=1528838396]
[quote author=h0tr0d link=topic=2084.msg12625#msg12625
date=1528837799]
What is your experience in modding?
[/quote]
Wolfenix asked if he could dabble and see what he can come up
with. He had some ideas that he wanted to take a stab at. Far
be it from me to discourage anyone from exploring their
creativity. If anyone's ideas can benefit the server, then we
all come out winners. :)
[/quote]
Notepad++ moders best friend makes scripting so much easier
#Post#: 12637--------------------------------------------------
Re: Anyone have modding suggestions?
By: Wolfenix Date: June 13, 2018, 12:28 pm
---------------------------------------------------------
[quote author=Rabid link=topic=2084.msg12630#msg12630
date=1528848246]
Could you add some sort of bursting flame graphic to the flame
thrower? Maybe copy the one from Scorched Walkers? One would
expect a weapon applying a -170hp dot to have a more visual
effect.
Also cops and ferals should have a better loot drop. Currently
they mostly just eat ammo with very little reward.
[/quote]
I'm not the one to talk to about the flamethrower or scorched
walkers since those are H0tR0d's mods. Still, I might play
around with particles for some other things I'm working on right
now. I currently have a working on a late game blowtorch that
does less damage to most things vs the auger, but extra damage
to metal objects. I'm currently on the polishing phase with
things like particles and sounds, so maybe I'll stumble upon a
solution for the flamethrower I can mention to HR.
#Post#: 12638--------------------------------------------------
Re: Anyone have modding suggestions?
By: Wolfenix Date: June 13, 2018, 1:28 pm
---------------------------------------------------------
[quote author=KaRnAgE link=topic=2084.msg12632#msg12632
date=1528870920]
I would love to see a AirPoweredDartGun here is what i used this
ver. uses a scope in 16.2 stable it may need some work haven't
tried to use it on 16.4...
[/quote]
I don't disagree that darts should have more use than a single
trap in the game, but I don't feel like adding a dart gun really
adds much to the game other than just another thing to shoot on
the cheap; a niche already covered by bows, crossbows, and the
nailgun. I have, however, been thinking about making an
"advanced" version of the dart trap, but only if it covers a
niche that isn't already covered by another trap type.
[quote]
...also i have mods for pure colors of most cloths shirts pants
shorts hats coats blue green red black yellow white and a black
trench coat mod if you are interested its mainly just changing
the color numbers but some items were not in the game so i made
a script for them.
[/quote]
I'm also not particularly interested in modding anything
cosmetic. 7days is still an alpha game and I consider visuals
as secondary to functionality. I've been thinking about maybe
modding a rain coat into the game that has a very high exposure
resistance since the only option we have for that is a pretty
rare rad suit. Logically, trash bags would be plentiful in the
apocalypse and there's no reason we can't tape them together to
stay dry.
[quote] [/quote]
On a side note, I have every intention of modding some new
arrows and crossbow bolts. My intention here is to add some
longevity to archery as skill for people that like to go old
school, as well as to give archery an actual use for pvp vs
rifles. Currently in my sights are stun arrows/bolts, using
standard steel arrow model for flaming arrows (so the flame
particles don't make aiming almost impossible), maybe other
options. Problem is actually equipping said ammo. I need to
look into how that works. I might also make some custom darts
since those are just placed in the trap.
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