MoltonMontro

MoltonMontro



01 May

Comment

Originally posted by danaby2

im making a snowy map right now loosely based on the nordic regions and i need some name ideas (only requirement is it has to start with the letter F)

I'm in favor of Fffff.


24 Apr

Comment

First, you need to open the Devkit interface with the backtick key (also called the tilde key).


21 Apr

Comment

For single-player, you can customize your difficulty settings by clicking the "Advanced" button located to the right of the preset difficulty selection button. In this scenario, that means it's next to the button that says "Hard".

Difficulty customization applies per-difficulty. This means that you need to have Hard mode selected, and then customize your difficulty settings.


19 Apr

Comment

My assumption is that you've configured the zombie spawn chances for a difficulty that you're not using. For example, you may have configured the Easy difficulty preset to have 0 special zombies, but you're playing on the Normal difficulty preset which still has the default spawn chances.

In which case, the solution is to either configure the intended difficulty preset, or to switch your server to the modified difficulty preset.


09 Apr

Comment

Looks good :)


06 Apr

Comment

Originally posted by Wojo_OP

Guys am I the only one who rathers charts over GPS?

I prefer Charts on maps with a lot of underwater structures, as those objects are layered above the water on an unaltered Chart view.


03 Apr

Comment

All of the Devkit functionality is being merged into the legacy editor. I believe this is stated a few times in some past blog posts, and a few of the more recent update changelogs.


27 Mar

Comment

Originally posted by Chanw11

Have you read through this?

It is a lot but it's what you need to get set up. If you know how to port forward your router it should be very easy.

You'll also need to configure this for the server to show on the server list

Those links go to an unofficial fork of the official documentation. Quickly skimming through the pages, it appears that they are outdated compared to the actual official documentation that it was forked from.

As such, I'd recommend that people use the official docs instead. The issues with the linked docs are currently fairly minor, but if it's unmaintained then it won't be as informative on most topics.


26 Mar

Comment

I haven't used that specific mod before, but I'd imagine that the hair pieces are just hats---similar to vanilla hats like berets and helmets. The hair is just part of the hat's model. Are you familiar with making 3D clothing items (hats, vests, etc.)?

Is there a more specific question you had?

Comment

All items have an ID and a GUID. If it doesn't have those, then it effectively doesn't exist. Steam Workshop content (both modded and curated) will almost always provide an ID list if you visit the mod's Steam Workshop page.

Here's the official ID list for Arid's content: https://steamcommunity.com/sharedfiles/filedetails/?id=2685131815

Comment

Originally posted by Longjumping-Deer-311

I don't know, but left and right sides seems likely, you know, the sides of the torso under the arms

This is correct. LS stands for "Left Side", and RS stands for "Right Side". LS covers the left side of the torso, while RS covers the right side of the torso.

These areas are square-ish in proportions. Someone might have expected it to actually be rectangular, but the areas directly above LS and RS are where the corresponding arms connect to the torso.

Comment

Neither detonators nor remote charges (what you're calling "C4") exist in Unturned's classic or antique iterations. Classic has claymores and landmines (similar to the latest iteration of Unturned)—these explode when touched.


25 Mar

Comment

Configure the loadout command. https://wiki.smartlydressedgames.com/wiki/Console_commands

You'd probably want something such as: loadout 255/1445.


24 Mar

Comment

Have you read the official documentation that is linked to from in-game? https://github.com/SmartlyDressedGames/U3-Docs/blob/master/ServerHosting.md


14 Mar

Comment

What you've described is not the default behavior for baking foliage (neither in the legacy editor, nor in the Devkit).

For the legacy editor, details will bake on the materials that you've manually configured them to bake on. You can configure these things directly from within the legacy editor. Although it sounds like you're using the autumn leafy materials from the Russia map—which aren't normally available to the legacy editor. Are you using the Devkit?

Materials and foliages are configured within individual asset files. These cannot be configured within the Devkit itself. Instead, you'd need to create and configure these from outside the game, using the vanilla materials/foliage as a reference point.

The relative path would be ...\Steam\steamapps\common\Unturned\Bundles\Assets\Landscapes.

But the vanilla configuration of these assets would not cause the issue you're describing. By default, the Russia_Leaves_00_Material.asset...

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11 Mar

Comment

This post is a couple weeks old now, but as of the latest game update the Umbrella (gravity-reducing parachute) and Umbrella (placeable decorative barricade) have different in-game names.

Hopefully you no longer mistake the Umbrella with the Patio Umbrella. :-)

Comment

Adding workshop content to your server should be configured via the dedicated WorkshopDownloadConfig.json server file.

Make sure that you don't have conflicting files downloaded on your client (e.g., having subscribed to the mod and still having the map manually situated in your Maps folder – you should just be subscribed to the mod).


09 Mar

Comment

Originally posted by AverageEuropeanTeen

press e

This is technically kinda useful advice. By default, E is used for a lot of actions/tools in the Editor. I've read troubleshooting posts where the answer has literally just been to "press E".


07 Mar

Comment

Originally posted by wtfrykm

No, it's more like no other gun does alot of building damage, I'd rather bring a few high cal magazines than bring like 400 low caliber ammo

Most vanilla guns cannot damage vanilla structures at all. The Dragonfang is one of the few exceptions.


06 Mar

Comment

Originally posted by TherealBuckman

I'll try to keep note of this for when I play tomorrow + THERES DIFFERENT TYPES OF TREES??? I've only seen pine so far so I thought that was it

The density of different tree species depends on the map. So if you're playing on a map like Washington, then you're going to see a lot of pine trees. In Washington, you can find other types of trees on the outskirts of cities.