You can hide nodes from the Visibility tab, or use the Function keys.
You can hide nodes from the Visibility tab, or use the Function keys.
Catch up on the latest curated map, share your feedback with a quick survey, and more!
Come to Brazil in the newest curated, community-made map – Rio de Janeiro Remastered. Following last week’s launch, the map’s creators have released a number of performance improvements and bug fixes.
If you haven’t tried Rio de Janeiro Remastered yet, consider this quick overview by ...
Read moreCurated maps are just Workshop maps, so you install them like any other mod!
You can add their ID to the WorkshopDownloadConfig.json file. https://docs.smartlydressedgames.com/en/stable/servers/server-hosting.html#how-to-configure-server
You'd have to ask the mod author to add that support. Alternatively, you could create your own mod that adds those items to the spawn tables used on the map.
Dear Nelson,
I wasn’t sure what you meant by “take a vacation to someplace south of Canada”. But, I did find a helpful brochure left at my door, and immediately booked my trip!
Fun stuff! Nice to see some custom vehicles created for your map. :)
You made a typo. Use 1753134636 instead.
Would you mind copy-pasting your Commands.dat and WorkshopDownloadConfig.json contents?
A short community blog post! Watch a neat animation, check out a mod that adds some animal variants, and consider participating in our Screenshot Contest!
(Content warning: strong language, war.)
Nicklies니케 has created several Unturned animations, including a parody of a scene from Fury.
If you enjoy this animation, you may also enjoy some of their other ones!
If you missed it, yesterday we released the ...
Read moreThere's a few options you could consider. In no part order:
Using a mod that adds those gun models as objects for use in the map editor. And then editing the map itself.
Dropping the guns on the ground, while standing on the table.
Using a vanilla "Plaque" to visibly store the guns, and then using the admin build mode (one of the Function keys while in Freecam) to hide the plaque under the table. Some mods may have alternatives to the Plaque.
Using a mod that adds those models as peaceable barricades.
It's not public yet, as it's a personal wip addon I'm making for Vic's Point Blank. Don't worry, I'll be posting it when I'm done with it (or have a sufficient amount of guns for my liking)
I'd love to feature your project in one of our community blogposts for Unturned if/once it reaches a stage you're comfortable with showing off further. Just lmk / reach out. :)
This is a bit old, but you need to export your Blend as an FBX file. And then import that into Unity.
From there, you can follow our documentation and/or use the packaged example assets to create the prefab and other stuff for your Gun asset in Unity, and use the imported FBX for your model(s).
https://docs.smartlydressedgames.com/en/latest/items/gun-asset.html
Then you can export your Unity assets as a master bundle, create your .dat file(s), and test your mod.
Very stylish – cool stuff! :)
Multiple file IDs should be separated by commas:
"File_IDs":
[
1753134636,
1702240229
],
Just over 115 fps on the second image and 105 on the third with an rtx 4060. Although the editor render distance is quite a bit higher than in-game, which is roughly 120/125 fps
Is your map already using level batching? If not, I'd be curious to see if FPS increases slightly more (outside the editor).
Very pretty! Though, I'm curious how your performance/FPS is on the map. E.g., around the river (in the 2nd/3rd image)?
Neat!
Those are some beefy tractors!
Unturned doesn't use Unity 6. You'll have to switch to a compatible Unity 2021.3 version to create mods for the latest version of the game.
If you're creating custom enemies as animals, understand that these are limited. You can only do things that animals can already do, with some additional tricks possible via modhooks. Most things are going to be workarounds – e.g., rather than shooting a gun, they may just have a really long-range melee attack.
(The same applies to custom enemies spawned as barricades/airdrops.)
As animals, that means they'd be spawned/placed in the level editor just like any other animal.
If you're looking to do something more—like adding bandits as a new enemy type rather than an animal—you'd need to create a Module that contains your own C# scripts.
Unless the map supports that mod specifically, modded vehicles will not spawn.
This is correct. Vice-versa is also true (and more common)—if the mod supports the spawn tables being used by the map. :)
E.g., many vehicle mods will attach custom spawn tables to the vanilla spawn tables. Apparently, not that specific mod does, but creating custom spawn tables is one of the easier aspects of modding, and OP could probably learn how to do so if that's the route they want to go.