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State of Decay

Forums for State of Decay Nexus.

 

http://www.nexusmods.com/stateofdecay/


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  1. What Mod is this?

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  2. How to edit .cdf?

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  3. Xml code 1 2 3 4 7

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  4. Mission Testing 1 2 3 4 8

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  5. Question of probability 1 2 3 4 6

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    • Beauty is in the eye of the beholder. As for that other incident... You insulted me, repeatedly, and uncalled for. It was not constructive criticism - it was a rude insult. I made that mod to the best of my ability at the time, but it was not up to your high standards, so you found it befitting to slag me off. I do not need that kind of bother. This is the last time I reply to your comment. Maturity has nothing to do with having to swallow rudeness. Oh, and mature people tend not to be rude, either.
    • I ban you because I only have 21 days remaining until it is someone's birthday I have never met.  I wonder if they sent a letter to Santa?  I could get a hint from him.
    • Thankyou both:) questions that arise: 1. Is the SendModEvent simply a convenience for ActiveMagicEffect Script, Alias Script and Form Script etc. or do you need it instead of ModEvent.Send for those script types? 2. Can an event be created by ModEvent.Create in a script and then sent multiple times from that script? i.e. does ModEvent.Send(handle) need to be sent from the same function that includes int handle = ModEvent.Create("MyModPrefix_MyCustomEvent") etc.? 3. Does the term 'release': Bool Send(Int handle) Sends the ModEvent and releases it. (Return value indicates whether it was successfully sent). mean that the event need to be recreated or simply that it can be resent (would answer point 2)?   And apropos nothing, why am I a 'mentor' on this board?:)  I have 12/14 but 14 what? If it is just volume of posts then I'm not sure asking a gazillion questions is an achievement to be proud of;  answering them on the other hand, like you two, fair enough.:)   diziet
    • larannkiar, yes thank you.....everything working right now,,,,,  
    • I'm getting a CTD when entering the cell containing this script with about a 1/55 chance of this happening during normal gameplay - There is no warning.txt generated after this fail. I know that it has something to do with the "DaysPassed" lines as the crash never happens if I remove them. Also if I wait for several days I can enter the cell and everything functions normally again - has to be the 72hr cleanup 'fixing it'? I can't get it to fail on purpose, so I'm not sure what exactly is causing the issue here. If I rest for extended amount of time in the cell after  ( OnDeath == 1 ) nothing happens - Works as intended If I rest for extended amount of time outside the cell after ( OnDeath == 1 ) when I re-enter everything is reset and the Boss is there again - Works as intended If I do a combination of both when I re-enter everything is reset and the Boss is there again - Works as intended Somehow I'm just not doing the right 'wrong' thing to get it to fail consistently. I did notice that with the DayPassed removed from the script, There was 1/1000? chance that a Boss would not respawn after leaving and re-entering a cell. I feel this has something to do with the 72hr maintenance, but I have no ideas on how to fix it. _____________________________________________________________________________________________ Begin Dio_LPBoss030MudcrabDoor          short doOnce     short WaitDay          if ( menumode == 1 )         return     endif     if ( GetDisabled == 1 )         if ( DaysPassed > ( WaitDay + 1 ) )             if ( CellChanged == 1 )                 enable                 resurrect                 RA        ;MWEdit doesn't like this, but IDK why, works simple and effective                 Dio_LPbossdoor05->enable                 Dio_LPbossdoor06->enable                 set doOnce to 0             endif         endif     endif          if ( OnDeath == 1 )         if ( doOnce == 0 )             PlaceAtMe "sprigganup" 1 1 1; Visual effect             PlaySound "Door Stone Open"             set doOnce to 1             set WaitDay to DaysPassed             disable         endif     endif          if ( doOnce == 2 )         return     endif       if ( doOnce == 1 )         PlaySound "Door Stone Open"         Set doOnce to 2         Dio_LPbossdoor05->disable         Dio_LPbossdoor06->disable     endif      End Dio_LPBoss030MudcrabDoor
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