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Messages - MightyMonte88

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Modding info / Need some help setting up interior cells
« on: May 26, 2021, 02:09:45 pm »
Before i took a break from modding, the goal i had set when i came back was to start working on a way to add interior cells. What I've come up with, is that i need a way to define a static object, that when either bumped or entered by the player, it teleports them to another corresponding static object, or pre defined map coordinates. That's more or less all that's holding me back at this point, any help would be greatly appreciated as I'm at a bit of a loss, I'm looking over the teleporter system files, as well as the admin command to teleport and seeing what i can come up with.

Servers / Re: Fikus Test
« on: January 28, 2021, 03:28:03 pm »
Hey man feel free to jump in the discord for tech expansion, if you have any ideas of suggestions i'd be happy to hear them. thank you for showing interest in tech expansion  :)

Wow that was unexpected, at the very last im glad we were able to help identify a bug, thank you so much for your time Ai.  :)

Will do, i'll have it to you within 15 minutes, the files aren't large, my connection is just slow since i live in a rural area

No matter what weapons they used, modded or not, different ammo types, melee, they can cause status effects to one another ( bleeding) but can't deal damage.

Turrets won't shoot at enemy players either, no matter the settings

PVP is enabled, friendly fire is not ( we even went to war in the factions menu to be sure )

What about this value
#DamagePvpMultiplier: 0.4

We removed the #, nothing changed

It's worth noting, that we launched the server in PVE mode accidentally at first, and then switched it to pvp without wiping. Is that the source of the issue?

Mods / Re: [Client+Server]Tech Expansion 5.0 mod
« on: January 23, 2021, 11:25:02 am »
Small update 5.01, had to fix some small bugs

Mods / Re: [Client+Server]Tech Expansion 5.0 mod
« on: January 22, 2021, 07:42:30 am »
Please visit the discord for more info, there was only so much i can fit on this page

Servers / Re: Cryofall Unlimited server
« on: January 20, 2021, 08:54:06 pm »
Updated for A29 and tech expansion 5.0, server is being hosted by a community member now, and because of that it can support up to 100 people  :)

Mods / Re: [Client+Server]Tech Expansion 5.0 mod
« on: January 20, 2021, 07:15:45 pm »
Updated for 5.0, will update the page soon with new descriptions

Modding info / Question about WeaponFireTracePreset variable
« on: January 18, 2021, 10:03:09 am »
When defining a new WeaponFireTracePreset, would "tracespeed" dictate the speed of the projectile??

        public static readonly WeaponFireTracePreset HonedPragmiumShard
            = new WeaponFireTracePreset(
                traceTexturePath: "FX/WeaponTraces/HonedPragmiumShard",
                hitSparksPreset: WeaponHitSparksPresets.Firear m,
                traceSpeed: 40,
                traceSpriteWidthPixels: 363,
                traceStartOffsetPixels: -10);

Modding info / Quick question about damageDistribution
« on: January 15, 2021, 12:40:33 pm »
Hey AI, i was wondering what would happen if the sum of damageDistribution ended up being a value greater than 1...


            damageDistribution.Set(DamageType.Kinetic, 0.7);
            damageDistribution.Set(DamageType.Impact,  0.3);
            damageDistribution.Set(DamageType.Heat, 0.2);
            damageDistribution.Set(DamageType.Explosion, 0.3);

I've added a heavy ammunition type 30mm SAPHEI rounds, and i can easily adjust the distribution values to equal 1, but i'm just wondering what happens when like above, the sum totals to 1.5......

Modding info / Re: Not sure whats wrong here...
« on: December 30, 2020, 06:53:07 pm »
If only there was a facepalm emoji lol, my 7zip utility was still set for max compression from when i emailed those log files to you. Thanks for helping me figure it out AI.

Modding info / Re: Not sure whats wrong here...
« on: December 30, 2020, 06:46:52 pm »
Still getting the same error after deleting AtomicTorchStudio folder in temp. It's worth noting that if i use the version of my mod, from before the edit, i get no errors and the editor launches fine. However, if i create a new project (keeping the name the same Tech_Expansion). switch to debug, set dependencies, then copy the scripts and animations folders from the working mpk, recompile (with no errors), create a new mpk and try to run the editor it kicks back the above mentioned error, so the issue isn't with any of the scripts im confused.

Modding info / Not sure whats wrong here...
« on: December 30, 2020, 06:16:48 pm »
hey AI_enabled, i was trying to help another forum member edit the clients ability to zoom, so i copied a file, made some changes, then deleted the file afterwards as it wasn't a change i wanted to make.

Now, no matter what i do, even replacing all the script files with ones from my last known working version, i still get this runtime error, no compile errors.

30.12.20 20:07:49.913 [ERR] SharpDX exception during continuation of the async task
SharpDX.SharpDXException: HRESULT: [0x80131515], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: Unknown
   _____________________________ ________stack trace________________________ _____________

   at Result.CheckError()
   at ImagingFactory.CreateDecoderF romStream_(streamRef, guidVendorRef, metadataOptions, decoderOut)
   at BitmapDecoder..ctor(factory, streamRef, metadataOptions)
   at #=zt6B7bgllDGDHep3nZju4v$M3ql1ib8G2wa1wi4g4hLCNJV3k3lCUqhQ1ogdImsLPSOs1oIk=.#=zZFVfIqIFfPpB(#=zOPHcoz4=, #=zIp$LFKg=, #=zn90r$MbuJHd2gMKzC1Buhhk=)
   at #=zt6B7bgllDGDHep3nZju4v$M3ql1ib8G2wa1wi4g4hLCNJV3k3lCUqhQ1ogdImsLPSOs1oIk=.#=zrpuNPM7tFQD_g3LL5A==(#=zOPHcoz4=, #=zm$p$x$4=, #=z4Y0ogCA=)
   at #=ztx8hItG3ffXL$daVwMPYwT8=.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessA ndDebuggerNotification(task)
   at #=zppcqQFjhUkIgWG07lIwPC0o=.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessA ndDebuggerNotification(task)
   at #=zZLgTPUMgs1ha.#=z6MZc__E=()
   at #=zs7QCeyatCSpTk_yyxw==.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at TaskAwaiter.HandleNonSuccessA ndDebuggerNotification(task)
   at #=zOsoKXZ80DCnH4gLdEw==.MoveNext()
   at ExceptionDispatchInfo.Throw()
   at #=zE3Z0hGGsrbU1csJoHg==.#=q8z1UHv1UmQbUGMzhnCkf5rOz3mpGs4aIyOHPt1mxWqA=()

I've ever tried making a new mod project, and copying my content and scripts folders over, still this same hateful runtime error...

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