my computer is broken.. but I had made some changes to this mod on another pc that cant run 7d2d, so I cant test it yet...
With these new changes zombies should not die solely because of bleedout (optional), instead they should fall to the ground and regenerate slowly before raising again.
Added also some fancy optional features: burning lead (set on fire) and electrostatic shock (builds on the fly) low chances for projectiles (bullets and thrown).
Haven't tried the newest version yet, but the changes to explosives in v10 caused the explosives to not stack and have invisible quality (game seems to see them as weapons, not ammo). Rocket ammo, grenades, pipe bombs, etc. Molotov's are unaffected. Did not have a launcher, so no idea if you can still load the rockets.
yep, only molotovs are stacking here too... :/ I will do some tests to try to restore the explosives stacking. The problem could be related to the trigger="onSelfExplosionDamagedOther" that, if I am not wrong, it is used nowhere else even on vanilla configs. There is this trigger alternative: onSelfExplosionAttackedOther, I will check if changing to it solves the problem.
Obs.: To test it, I created a small world of 512x512 size, loads very fast. So in creative mode we can test everything including rockets :)
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but I had made some changes to this mod on another pc that cant run 7d2d, so I cant test it yet...
With these new changes zombies should not die solely because of bleedout (optional), instead they should fall to the ground and regenerate slowly before raising again.
Added also some fancy optional features: burning lead (set on fire) and electrostatic shock (builds on the fly) low chances for projectiles (bullets and thrown).
If you are feeling adventurous to try this unstested code, look at:
Gist - 7d2d Mod EffectiveWeapons - Development (not tested yet)
feel free to provide bug reports (or even fixes) while I raise my pc back from the dead ;)
I will do some tests to try to restore the explosives stacking.
The problem could be related to the trigger="onSelfExplosionDamagedOther" that, if I am not wrong, it is used nowhere else even on vanilla configs.
There is this trigger alternative: onSelfExplosionAttackedOther, I will check if changing to it solves the problem.
Obs.: To test it, I created a small world of 512x512 size, loads very fast. So in creative mode we can test everything including rockets :)