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.
Curated 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.
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?
There'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.
Game performance
This makes sense, though I wonder – did you have any culling volumes set up in your skyscrapers?
They stack
but additively not multiplicatively if im not mistaken. So a .7 and .9 would give 1.6 not .63 (it would also be really dumb to have a lower armor value for wearing more armor).
To clarify – they don't stack like the way you're thinking. 1.6 would make you take more damage. Armor values are actually multipliers! E.g., 0.9 is 10% damage reduction. :)
No I was a year one player, this was so long ago that I can’t recall much of anything. I just know that I was finding them for years after uninstalling the game.
Also I say f**k this game solely because of that, the game Itself was good. I wish I could remember more about where and what I was finding. I would go looking for stuff to remove to save myself some space and I’d find these files related to the game in places I assumed they were never meant to go. Maybe it was some image files like the desktop icon, but in a folder that wasn’t a desktop folder. Are there locations that image files would go independent of the game like a desktop icon?
Thanks for your support back in the day, happy to hear you otherwise enjoyed the game!
For the desktop icon the only thing that comes to mind is if the shortcut got copied elsewhere somehow.
For what it's worth, I took a look through the codebase for places that write images to disk. It's possible something was wrong or different in the past, but at least in the current version I believe the only images written would be:
- Screenshots saved into the install folder Screenshots subfolder. Note: Steam has an optional "Save an external copy of my screenshots" option which defaults to your Documents folder.
- Level editor tools to render the "chart" and "satellite" views into the per-level folder.
- Tools for modders to export icons into the install folder Extras subfolder.
If anyone else comes across this in the future and has run into a similar issue / believes some files are being written where they shouldn't, please feel free to get in...
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